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elvisish

Sdl2-branch windows binary?

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Having trouble running the regular Choc Doom at the moment with a dodgy graphics driver and want to try the hardware based scaling version that will eventually be in Choc Doom 3, does anyone have a binary of Sdl2-branch?

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Altazimuth said:

You'll probably need the Visual C++ 2015 redist. If this doesn't fix it then please get back to this thread, telling us what the exact error message is.

I have it on, the error is 'the application was unable to start correctly (0xc000007b)'

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Hrmm. Not sure about that one, though I've seen people mention checking issues with dependencies using Dependency Walker.

EDIT: Hold on, ucrtbased.dll is the problem here. If memory serves that means that the exe provided is a debug build, and therefore requires debug libraries on your system (which implies having Visual Studio 2015). I don't have build set up for Chocolate Doom so I can't provide you with one I built, but it might be a good idea to find a build that was made using the release configuration.

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Altazimuth said:

Hrmm. Not sure about that one, though I've seen people mention checking issues with dependencies using Dependency Walker.

EDIT: Hold on, ucrtbased.dll is the problem here. If memory serves that means that the exe provided is a debug build, and therefore requires debug libraries on your system (which implies having Visual Studio 2015). I don't have build set up for Chocolate Doom so I can't provide you with one I built, but it might be a good idea to find a build that was made using the release configuration.

Thanks for the info, is there some place with binaries of various builds of Sdl2-branch?

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If so, I wouldn't know. Sorry I can't help here. It might be useful to ask Jon directly, as he is the one who built the exe that you were trying to run.

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chungy said:

I've built one with mingw-w64, no MSVC Runtime should be needed: https://chungy.keybase.pub/chocolate-doom/chocolate-doom_sdl2-branch_d4703c13.zip

Perfect, thank you that works great! I had to use this branch as the regular chocolate doom is running slowly, along with Adobe software and a few audio plugins GUI's. One of the plugins GUI's works properly if I disable GPU acceleration, but on the other's I can't change that. What's specifically different about Chocolate Doom regular and this branch? I might be able to troubleshoot the problem I'm having with these other apps if I can find out why this branch works smoothly.

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What's different is in the name, it uses SDL 2.0 for hardware and OS support rather than 1.2, and it actually *adds* GPU acceleration to the scaling.

Your Adobe software is almost certainly an unrelated, albeit coincidental, issue.

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chungy said:

What's different is in the name, it uses SDL 2.0 for hardware and OS support rather than 1.2, and it actually *adds* GPU acceleration to the scaling.

Your Adobe software is almost certainly an unrelated, albeit coincidental, issue.

That's exactly what I'm thinking, I have discovered today via windows memory diagnostic that my RAM has a problem, so maybe that could be related?

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Indeed, bad RAM will never result in nice things regardless of OS or software. Replace it as soon as possible.

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chungy said:

Indeed, bad RAM will never result in nice things regardless of OS or software. Replace it as soon as possible.

Should be tomorrow, hopefully all these problems will go away afterwards!

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I remember noticing that Adobe Photoshop didn't play well with Chocolate Doom, but it was so long ago that I don't even remember what lagged and when (let alone the versions of the software).

Probably an unrelated problem anyway.

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I haven't rebuild it recently, but I'm hoping to get automatic builds set up on every commit via visualstudio.com

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