Gzdoom crashing

Hi all,

I’m having problems getting gzdoom to run correctly on tumbleweed.

Machine is a Beelink SER5 MAX with a AMD Ryzen 5800H, 32GB RAM and an 500GB ssd.

When I run gzdoom, I select one of the freedoom / freedoom2 wad files, and gzdoom attempts to start it looks like it brings up the frame of a window and then hangs the GUI for about 10-15 seconds, then crashes out :frowning:

traken{~}$ gzdoom
GZDoom 4.11.3 -  - SDL version
Compiled on does not matter when

OS: openSUSE Tumbleweed, Linux 6.6.7-1-default on x86_64
GZDoom version 4.11.3
W_Init: Init WADfiles.
adding /usr/share/doom/gzdoom.pk3, 672 lumps
adding /usr/share/doom/game_support.pk3, 3307 lumps
adding /usr/share/doom/freedoom2.wad, 3649 lumps
adding /usr/share/doom/game_widescreen_gfx.pk3, 214 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device Family 17h/19h HD Audio Controller Line Output + Second Line Output + Headphones
  EFX enabled
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 7 5800H with Radeon Graphics 
  Family 25 (25), Model 80, Stepping 0
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
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 106.46 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch freedoom2.wad:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
===========================================================================
This is Freedoom, the free content first person shooter.

Freedoom is freely redistributable under the terms of the modified BSD
license. Check out the Freedoom website for more information:

    https://freedoom.github.io/
============================================================================
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Using video driver x11
GL_VENDOR: AMD
GL_RENDERER: AMD Radeon Graphics (renoir, LLVM 17.0.5, DRM 3.54, 6.6.7-1-default)
GL_VERSION: 4.6 (Core Profile) Mesa 23.2.1 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60

Max. texture size: 16384
Max. texture units: 32
Max. varying: 128
Max. combined shader storage blocks: 80
Max. vertex shader storage blocks: 16
Resolution: 2560 x 1440
Killed=========================================================================]
traken{~}$ 

Anyone have any idea what is going on here or how I can fix it.

Just to check that I didn’t have something completely screwy, I tried running the quake ports quakespasm and vkquake and both where able to run, and I was able to play the game without problems.

Cheers.

Phill.

@phillhs Hi, are you selecting Vulkan? I’ve tested here on a Beelink Mini S with Intel gpu and flatpak runs fine (MicroOS Hyprland & Wayland). Also tested on GNOME with X11 and Nvidia and all fine…

Using video driver wayland
Vulkan device: Intel(R) Graphics (ADL-N)
Vulkan device type: integrated gpu
Vulkan version: 1.3.267 (api) 23.3.1 (driver)

Using video driver x11
Vulkan device: NVIDIA T400
Vulkan device type: discrete gpu
Vulkan version: 1.3.260 (api) 545.116.384 (driver)

Right seems to be working now,

I renamed ~/.config/gzdoom (to ~/.config/gzdoom.old) and reran gzdoom everything seemd to work fine.
So then I did a compare between gzdoom.ini in the new and old directories, the setting that seemed to be causing the crash was that vid_preferbackend was set to 0 in the old ini and 1 in the new, renaming the old config back and setting vid_preferbackend=1 seems to have fixed the issue.

Cheers.

Phill.

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