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Ninjalah
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Posts: 524
Registered: 07-09


Ok, So I started working on a map in Zdoom, but it has Skulltag and doom2 resources. After working on the map for about 30 minutes, I decided that I wanted to move over to Skulltag and edit the map in there. I saved the map, and reopened it in the Doombuilder -> Skulltag configuration (more monsters/weapons, decors, etc.).

I tested it fine, and decided that some lighting was different from Skulltag and Gzdoom, so I went in and made a few parts darker. I tried to test it this time, and when Skulltag was loading... *poof* my computer restarted itself (GATEWAY: Bootmenu, press F2 etc., so I don't think it was a Windows restart.)

Help? Do I have to restart the map in Skulltag config instead of what I did? Why does it do this anyway?

EDIT: I tried playing Doom 2 in skulltag, and noticed that my computer only restarted when I was playing with the Renderer being openGL. What does openGL even mean and is there a way to fix it?

Last edited by Ninjalah on 01-10-10 at 04:33

Old Post 01-10-10 04:13 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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Wow, that's one hell of a crash. I've got a Gateway too, and the only time that it's ever spontaneously restarted itself was when one of my RAM modules failed. I wouldn't guess that that's the cause of your problem, but the real cause might be equally serious.

The openGL renderer is also known as the "hardware renderer." Choosing the "openGL" option means that Skulltag will take full advantage of your computer's video card or integrated GPU or whatever you have and will therefore be able to render a true-3D environment, fancy lighting effects, high-resolution true-colour textures, etc. Do you have a video card? Are you able to run GZDoom without a problem? Are you able to play other games without a problem?

Your mapping definitely isn't to blame for this crash. A configuration mismatch might crash Skulltag and send you back to your desktop, but won't restart your computer.

Old Post 01-10-10 06:35 #
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myk
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Some OpenGL feature in Skulltag might not be supported by your graphics card or settings. I have a similar problem, so I run Skulltag in software mode. If your map won't depend on GL-specific features, you should be okay if you disable OpenGL.

Old Post 01-10-10 09:10 #
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Ninjalah
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myk said:
Some OpenGL feature in Skulltag might not be supported by your graphics card or settings. I have a similar problem, so I run Skulltag in software mode. If your map won't depend on GL-specific features, you should be okay if you disable OpenGL.

Ok, but I only recently switched to OpenGL, and wanted to stay that way because it looked really nice.

I have an integrated graphics card with 64 MB, and 1 GB of RAM. Terrible, I know, but my computer's shell is too small to upgrade with my video card from my old computer that crashed (254 MB on that one).

So, I can't play with openGL anymore? And GZdoom in OpenGL is fine, it's actually how I play most of my WADS. I'm only recently discovering Skulltag in OpenGL.

Old Post 01-10-10 14:18 #
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Gez
Why don't I have a custom title by now?!


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Skulltag in OpenGL uses an old version of the renderer in GZDoom. The most noticeable difference between Skulltag OpenGL and GZDoom OpenGL, at a glance, is that ST always loads dynamic lights; whereas in GZDoom it's an option.

Old Post 01-10-10 14:59 #
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Ninjalah
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Gez said:
Skulltag in OpenGL uses an old version of the renderer in GZDoom. The most noticeable difference between Skulltag OpenGL and GZDoom OpenGL, at a glance, is that ST always loads dynamic lights; whereas in GZDoom it's an option.

Then why can I not run Skulltag in OpenGL, but Gzdoom in OpenGL? Doesn't add up to me if Skulltag uses an older form of Gzdoom's renderer...

Old Post 01-10-10 17:08 #
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myk
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Well, it could be buggier or it could be loading something which your system can't take, which by default is off in GZDoom.

Old Post 01-10-10 17:30 #
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Gez
Why don't I have a custom title by now?!


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Ninjalah said:
Then why can I not run Skulltag in OpenGL, but Gzdoom in OpenGL?

Because?

Many parts of the renderer have been partially rewritten, as Graf wanted to streamline, modernize and optimize his engine. There must be a call to an underlying OpenGL function that your hardware does not handle well, which has been replaced by a different function call now.

Old Post 01-10-10 17:32 #
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Ninjalah
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Ok, I get it now. Thanks guys. I'm not sure if it's just me or not, but I can't stand Software mode. It reminds me of Duke Nukem, where you can't look straight up, the lighting is terrible, and the textures get stretched kind of when you look up.

Yes, I'm a doomer who plays with Vertical freelook.

Old Post 01-10-10 17:54 #
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Jimmy91
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Ninjalah said:
Ok, I get it now. Thanks guys. I'm not sure if it's just me or not, but I can't stand Software mode. It reminds me of Duke Nukem, where you can't look straight up, the lighting is terrible, and the textures get stretched kind of when you look up.

But that's half of what gives Doom its charm! :P

Old Post 01-10-10 17:59 #
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Gez
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Nah, in vanilla Doom you can't look up or down at all, so the distortion from Y-shearing cannot be part of its charm. (Now if the topic was about Heretic or Hexen...)

Old Post 01-10-10 18:42 #
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