I had a brief look at the code for the undocumented variables such as snd_backend or snd_aldevice, but it appears to me that they only take "default" and "null" as values. I found internet threads that suggest for Windows to delete the OpenAL.dll file, however I fail to see how something similar could be accomplished in Linux. However in the case of gzdoom this has no effect, which suggests that this is a new problem unrelated to the hardware. The sound is messed up as per provided sample: (It sounds like every few hundred milliseconds the sound is cutting out for 2ms, virtually identical to how it sounds if the buffer size is too small in DOSBox.)Īt first this looked like a rare but very well known problem with the emu10k driver that has an established cure, which is to set up a resampler dmix in asoundrc to increase period_size, buffer_size and use rate 44100 instead of the native rate of 48000 which as I understand somehow is responsible for the bug sometimes. I have searched and not found similar issues.Ī clear and concise description of what the bug is.Linux x86_64 Please describe your specific OS versionĪrchlinux alsa (without pulseaudio) Relevant hardware infoĮmu10k driver (old Sound Blaster Audigy 2) Have you checked that no other similar issue already exists? So you get maps that look like this rather than like this.GZDoom g4.9pre-214-gba83879e9-m - 22:21:08 +0100 - SDL version Which game are you running with GZDoom?ĭoom What Operating System are you using? For example, GZDoom has an OpenGL renderer which allows for fully 3D floors including slopes (which the original Doom's engine can not handle) as well as reflective floors, dynamic lights, brightmaps (so, for example, demons' eyes can glow in the dark) as well as a bunch of other modernizations like 32-bit colors so that sprites aren't limited to the original Doom's palette. The source ports for Doom are known to add extra bells and whistles which have been taken advantage of by mod and map makers. I think that will depend on if GZDoom implements more features in the future. They wouldn't appreaciate posts on their forum saying how Doom sucked. I don't understand the hatred expressed towards older Windows by developers who work on even more obsolete games. Problems sometimes arise if you want to run them on very new systems, which XP is not. Original games don't receive many patches and can continue to be played. You could try seeing if XomPie would get the newer versions of GZDoom running on XP, though from what it sounds like the real solution would involve the projects to implement the API/libraries/features in the newer Windows versions.ĭo you really need Doom updated to enjoy it? The work of GZ was complete when the game was ported. Some doofus snarkily mocked disappointed XP users with "What about MS-DOS support?! What about Windows 3.1 support?!!!" even though, y'know, the game was ahem "ported" to such OSes in the past.)īy comparison Graf Zahl at least provides some rationale for the decision, even if I disagree with it. (The most obnoxious example I recall was in 2014ish when the 90's SNK arcade run-and-gun Metal Slug got ported to Steam, but did not support XP. It's really irritating to see such attitudes involving old games, too, such as DooM. I've had the displeasure of seeing people like that well before Microsoft ended support for Windows XP, but as soon as tech journalists began trumpeting the "death" of the OS it seemed like they turned out in droves. People like that Rachael admin are a massive turnoff. Yikes!, some of those folks over there need to put their arrogance in check
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