Splatter - Zombiecalypse Now

Splatter - Zombiecalypse Now

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+Sputnik+ Dec 31, 2014 @ 8:19am
Game won't run with Fraps
If you're having trouble starting this game up, see if you've got Fraps running in the background. I couldn't start the game, but after closing Fraps, game ran without a hitch. :headcrab:
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Showing 1-8 of 8 comments
Schrompf Jan 2, 2015 @ 8:59am 
Strange, but thanks for the info. We used Fraps to record all trailers and videos, so I'm sure it's not just Fraps. Let's watch this issue and see if we can learn more.
Dune Tiger Jan 16, 2015 @ 4:15pm 
I have the same issue with D3D Gear. Game refuses to run with it installed, even if it's not running or loaded. For some reason, Splatter wants to load the d3dgear driver.
Northy Apr 13, 2015 @ 3:27pm 
I can report it works fine with Dxtory 2.0.128
Dune Tiger Apr 13, 2015 @ 8:03pm 
My fix was simply renaming the d3dgear.dll file whenever I want to play this. It won't affect it since it uses the 64-bit version of the driver (diff name).
Schrompf Apr 26, 2015 @ 4:53am 
Just a quick headsup: the last patch did fix this incompatibility. Tested with Fraps and D3DGear, although I used only the demo of the latter.
Dune Tiger Apr 27, 2015 @ 3:06am 
By jove, it did (for D3DGear)!! Excellent work, gnarf! :D

What was the issue, if you don't mind me asking?
Schrompf Apr 27, 2015 @ 9:10am 
Coder's speak: I use GLFW for Screen/Window handling, which brings its own code to also create an OpenGL context. I patched it to make the OpenGL context optional, because on Windows I use Direct3D9 to render. So in case of Windows/DirectX, there was no OpenGL context. But I missed one call to glSwapBuffers() later in the code.

All GPU drivers I tested simply ignored that call without a context. I'm probably not the first to make this mistake :-) But screen recording software such as Fraps or D3DGear hooks into glSwapBuffers to be notified when the rendering is finished. And those were not prepared to run in an invalid OpenGL context and therefore crashed when accessing something of OpenGL.
Dune Tiger Apr 27, 2015 @ 7:18pm 
Amazing. That must have been difficult to suss out. I'm glad that you were able to figure it out and hope that description might help others, should they stumble upon it. I mean, the majority of players probably don't touch capture software and like I said, I had a workaround so it wasn't a big deal. Great work on hunting that out! :grinsam:
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Showing 1-8 of 8 comments
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