Doom Pi Project Need Advise
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@tpo1990 yes plz do so im so confused on this compiling thing not sure how it all works yet..
After downloading the file from github what do i do with it??
Sorry kind of a big noob here -
Managed to compile different versions of GZDoom, but none of them ran.
4.0.0 says I don't have OpenGL 3.3 (duh)
3.4.0 says "failed to load OpenGL functions"; I tried it after I found out it was the last supporting OGL 2.0
3.1.0 just crashed, and I couldn't get any clue from the log.
Tried them with different drivers in raspi-config -> advanced, but nothing came out. Maybe it's my Pi (updated constantly), but I'll let someone else try to make it work; I'll get back to old trusty ZDoom. -
@Protocultor aint nothing wrong with trusty old zdoom. I have like 65 games running on it so i aint complaining.
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After downloading the Doom Legacy scriptmodule, it needs to be placed in /home/pi/RetroPie-Setup/scriptmodules/ports/
and then you should be able to install Doom Legacy the same way as you would install ZDoom from RetroPie Setup.No problem, i will help out as much as i can.
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@Protocultor Where did you try run the GZDoom binary?
Was it in CLI/Emulationstation or in X11 Window/Raspbian desktop?
Now that i think of it, it could be that i was able to run GZDoom in Raspbian Desktop which uses the X11 Window and not in Emulationstation.
When you try to compile from source, sometimes it will be compiled with support for the framebuffer which CLI/Emulationstation uses or not. It could be both Framebuffer/X11 or it could be one of them. Also you might need to change some variables in the makefile in order to make the GZDoom binary able to use Framebuffer or SDL as what ZDoom uses.
Framebuffer: Is what Emulationstation uses when using runcommand script.
X11 Window: Is what Raspbian Desktop uses, when using applications in the desktop environment.I will try to compile GZDoom on my test Raspi SD card and see if i can get it to work again.
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Might be worth trying to run with
+set gl_es 1
to force the GLES SDL renderer for the framebuffer version (see this commit. Otherwise, OpenGL means X11 must be used. -
@mitu I might look into that when trying to compile GZDoom again on my test Raspi. Thank you Mitu.
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@tpo1990 now I feel dumb, completely forgot about trying it under X11. Tried it always in CLI, because I want it under Emustation.
I'm not good with (c)make, and the only option I found was NO_GTK which I enabled (thank gods for ccmake); I assumed it was enough, but didn't make a difference except for the style of the windows it showed when crashed.
Tested it under desktop and "kind of wanted to start" even creating a window and giving me the creepy sound when Doom 1 starts, but crashed after that.+set gl_es 1
did have an effect, 3.4.0 at least showed that it recognized GLES before crashing. Without it, it just exits saying "no OpenGL functions". That's under both CLI and PIXEL.If you can make it run under framebuffer, I'd be super grateful.
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Doesn't seem to work under the framebuffer - i.e. via GL ES. It crashes with the same message:
/gzdoom -debug +set gl_es true GZDoom g4.1pre-399-g15d2b4779 - SDL version SDL EVENT: SDL_JOYDEVICEADDED (timestamp=76 which=0) M_LoadDefaults: Load system defaults. W_Init: Init WADfiles. adding /home/pi/gzdoom/release/gzdoom.pk3, 621 lumps adding /home/pi/gzdoom/release/zd_extra.pk3, 1520 lumps adding ./Doom1.WAD, 1264 lumps I_Init: Setting up machine state. I_InitSound: Initializing OpenAL Opened device ALSA Default EFX enabled V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. script parsing took 2326.39 ms R_Init: Init Doom refresh subsystem. DecalLibrary: Load decals. M_Init: Init menus. P_Init: Init Playloop state. ParseSBarInfo: Loading custom status bar definition. D_CheckNetGame: Checking network game status. player 1 of 1 (1 nodes) Using video driver RPI SDL EVENT: SDL_WINDOWEVENT (timestamp=11627 windowid=1 event=SDL_WINDOWEVENT_ENTER data1=0 data2=0) SDL EVENT: SDL_WINDOWEVENT (timestamp=11630 windowid=1 event=SDL_WINDOWEVENT_FOCUS_GAINED data1=0 data2=0) SDL EVENT: SDL_WINDOWEVENT (timestamp=11630 windowid=1 event=SDL_WINDOWEVENT_SIZE_CHANGED data1=1920 data2=1080) SDL EVENT: SDL_WINDOWEVENT (timestamp=11630 windowid=1 event=SDL_WINDOWEVENT_SIZE_CHANGED data1=1920 data2=1080) SDL EVENT: SDL_WINDOWEVENT (timestamp=11630 windowid=1 event=SDL_WINDOWEVENT_SHOWN data1=0 data2=0) Unsupported OpenGL version. At least OpenGL 3.3 is required to run GZDoom. For older versions of OpenGL please download the vintage build of GZDoom.
In all fairness, I'm using the latest git (4.1).
I have stumbled upon an previous topic on the GZDoom which might indicate that GLES3 might be needed (https://forum.zdoom.org/viewtopic.php?f=50&t=60873).
I guess I'll give the legacy (3.x) branch a try. -
Now that it comes to mind my, it might have been Zandronum that i was successful at compiling earlier. It certainly works both in X11 and Framebuffer. I was able to compile Zandronum by following the french site framboisepi.fr, but unfortunately it builds an 3.1 alpha version instead of the latest primary version 3.0 in which Windows users uses. I will look into making it build the latest stable version 3.0.
I also came across a reddit topic stating that GZDoom might not be able to work on our RPI due to either poor OpenGL support or performance. Reddit link
Here is another website where someone did manage to change some OpenGL variables in the source files of GZDoom so that it does not rely on OpenGL when compiling. (This might be worth checking out) DRDTeam link
I think our best is Zandronum instead of GZDoom. Zandronum seems to look identical to ZDoom and its other versions but with focus on enhancing multiplayer. It is also one of the following ports that Doomseeker uses to launch into playing online. (Doomseeker is a online multiplayer launcher gui) Zandronum might just be a good alternative over using ZDoom.
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@tpo1990 said in Doom Pi Project Need Advise:
Here is another website where someone did manage to change some OpenGL variables in the source files of GZDoom so that it does not rely on OpenGL when compiling. (This might be worth checking out) DRDTeam link
Thanks for digging this. From what I gather in that topic is that GLES3 is still required using GL ES (i.e. not using OpenGL). That might work for the systems what support it (like the Odroid XU4 or N2), but for the Raspberry PI the limit is GLES2.
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@mitu said in Doom Pi Project Need Advise:
@tpo1990 said in Doom Pi Project Need Advise:
Here is another website where someone did manage to change some OpenGL variables in the source files of GZDoom so that it does not rely on OpenGL when compiling. (This might be worth checking out) DRDTeam link
Thanks for digging this. From what I gather in that topic is that GLES3 is still required using GL ES (i.e. not using OpenGL). That might work for the systems what support it (like the Odroid XU4 or N2), but for the Raspberry PI the limit is GLES2.
It might seems that we have a reached a hardware limit for our Raspberry Pi, which i therefore think that Zandronum would be our best bet to get working. I did also managed to get Doomseeker working as well in X11 and i could see online servers but unfortunately they were using Zandronum v3.0. If we could get that working as well it would make Online multiplayer in Doom a reality on our Raspberry Pi.
I tried yesterday with compiling QZDoom which is ZDoom's test base and it also asks for OpenGL when trying to launch the binary just like GZDoom does.
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@tpo1990
ReMooD is a Doom source port of Doom Legacy 1.42 support 4-player split screen support but sadly the project was stopped. GithubSearching for ReMooD forks i found
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@Rion said in Doom Pi Project Need Advise:
@tpo1990
ReMooD is a Doom source port of Doom Legacy 1.42 support 4-player split screen support but sadly the project was stopped. GithubSearching for ReMooD forks i found
Yes i know about ReMooD and Edward850's BananaSplit Fork of Eternity.
While i was planning to make split-screen Doom a reality for Raspberry Pi, i did try to compile ReMooD and was succesful at some point making it work with some small bugs in X11. (this was in RetroPie 4.3 Jessie last year) and now i have already tried with compiling it recently which i failed. Since Doom Legacys latest version, the source port is more stable and it works great.
I have also managed to succesfully compile BananaSplit before and that source port is the fastest Doom source port that i have ever tried on my Raspberry Pi 3. That fork has 2 player split-screen but i could not get it to work, since it would just throw segfault error. Only singleplayer works. I even think it runs better than ZDoom according to my own opinion.
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@tpo1990 How hard do you think it would be to implement @Protocultor 's Zdoom and Gampad Fully Working in to you Doom Legacy Split screen build?
The Eternity Engine sound really exciting!
Have you tried to contact Edward850 about BananaSplit Fork of Eternity?
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@Rion Well it depends on how Doom Legacy sees the gamepad. Doom Legacy does in fact support joystick the same as ZDoom does and mapping some of the buttons on the gamepad in the options menu does seem to work, but im not sure if its possible to use the analog sticks in Doom Legacy.
Doom Legacy has its own configuration file named config.cfg. You could possibly manually map the correct joystick buttons by making changes into its configuration file. It might not be that hard to implement @Protocultor 's Zdoom gamepad solution.
You would be looking at the setcontrol variable for player 1. in the config.cfg file found in /opt/retropie/configs/ports/doom.
setcontrol2 is player 2.My primary focus is on Doom Legacy, but i would like to also have a look into getting other Doom source ports to work as well.
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So i managed to get a working scriptmodule for Zandronum source port to work in RetroPie and i have created a new repository for the purpose of testing out other Doom source ports, configuration and mods as well.
Check it out from this other thread: https://retropie.org.uk/forum/topic/22108/doom-development-repository
In the meanwhile the repository only contains Zandronum scriptmodule but will get many more at a later stage.
Use the command in terminal or CLI:
wget https://raw.githubusercontent.com/tpo1990/Doom-RPI/master/scriptmodules/zandronum.sh -P /home/pi/RetroPie-Setup/scriptmodules/ports/
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@tpo1990 that's awesome! I just wanted to point out a couple of things:
- I was missing
mercurial
andlibssl-dev
, but didn't realize until I checked out the logs. Maybe should be included in the dependencies? - Compilation also generates
brightmaps.pk3
andskulltag_actors.pk3
, files that don't end up in the target directory. Game still starts without them, but you should include them just in case.
Keep up the great work!
- I was missing
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@Protocultor Yeah but one thing to take note of is that Zandronum will use its latest version from its bitbucket repository when getting installed by the scriptmodule and at that moment it is an 3.1 alpha version.
This version is not compatible with its latest stable version 3.0 that Windows users uses. We might get it to compile at the latest stable version at some time, but that will need some further insight.
I did notice that the Zandronum binary only requires the zandronum.pk3. Im thinking that the brightmaps.pk3 and the skulltag_actors.pk3 is some features that is included but not necessary for the port to run.
Thank you for testing out the Zandronum scriptmodule. I will update the scriptmodule with the missing dependencies and other pk3 files that the compilation generates.
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Okay so i have now updated the Zandronum script to include mercurial and libssl-dev and make the target include brightmaps.pk3 and the skulltag_actors.pk3
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