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Application path: C:\Juegos\Doomsday\Bin\Doomsday.exe
Created a new 32.0 MB memory volume.
Config::read: Detected new build: 1109 => 1201
Executable: Doomsday Engine 1.14.0 (Stable 32-bit #1201) Apr 16 2014 13:04:46
RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/
shaders.dei" [path "/data/doomsday.pk3/data/renderer.pack/shaders.dei"]
from archive in read-only "(basedir)\data\doomsday.pk3"
OpenGL 3.3 supported
Sys_GLInitialize: OpenGL information:
Version: 4.4.0
Renderer: GeForce GT 630/PCIe/SSE2
Vendor: NVIDIA Corporation
Capabilities:
Compressed texture formats: 23
Available texture units: 4
Maximum texture anisotropy: 16
Maximum texture size: 16384
Line width granularity: 0.125
Line width range: 0.5...10
^ : OpenGL Extensions:
^ : AMD extensions:
multi_draw_indirect
^ : ARB extensions:
arrays_of_arrays, base_instance, blend_func_extended, buffer_storage,
clear_buffer_object, clear_texture, color_buffer_float, compatibility,
compressed_texture_pixel_storage, conservative_depth, compute_shader,
compute_variable_group_size, copy_buffer, copy_image, debug_output,
depth_buffer_float, depth_clamp, depth_texture, draw_buffers, draw_buffers_blend,
draw_indirect, draw_elements_base_vertex, draw_instanced, enhanced_layouts,
ES2_compatibility, ES3_compatibility, explicit_attrib_location,
explicit_uniform_location, fragment_coord_conventions, fragment_layer_viewport,
fragment_program, fragment_program_shadow, fragment_shader,
framebuffer_no_attachments, framebuffer_object, framebuffer_sRGB,
geometry_shader4, get_program_binary, gpu_shader5, gpu_shader_fp64,
half_float_pixel, half_float_vertex, imaging, indirect_parameters,
instanced_arrays, internalformat_query, internalformat_query2,
invalidate_subdata, map_buffer_alignment, map_buffer_range, multi_bind,
multi_draw_indirect, multisample, multitexture, occlusion_query,
occlusion_query2, pixel_buffer_object, point_parameters, point_sprite,
program_interface_query, provoking_vertex, robust_buffer_access_behavior,
robustness, sample_shading, sampler_objects, seamless_cube_map,
separate_shader_objects, shader_atomic_counters, shader_bit_encoding,
shader_draw_parameters, shader_group_vote, shader_image_load_store,
shader_image_size, shader_objects, shader_precision, query_buffer_object,
shader_storage_buffer_object, shader_subroutine, shader_texture_lod,
shading_language_100, shading_language_420pack, shading_language_include,
shading_language_packing, shadow, stencil_texturing, sync, tessellation_shader,
texture_border_clamp, texture_buffer_object, texture_buffer_object_rgb32,
texture_buffer_range, texture_compression, texture_compression_bptc,
texture_compression_rgtc, texture_cube_map, texture_cube_map_array,
texture_env_add, texture_env_combine, texture_env_crossbar, texture_env_dot3,
texture_float, texture_gather, texture_mirror_clamp_to_edge,
texture_mirrored_repeat, texture_multisample, texture_non_power_of_two,
texture_query_levels, texture_query_lod, texture_rectangle, texture_rg,
texture_rgb10_a2ui, texture_stencil8, texture_storage,
texture_storage_multisample, texture_swizzle, texture_view, timer_query,
transform_feedback2, transform_feedback3, transform_feedback_instanced,
transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object,
vertex_attrib_64bit, vertex_attrib_binding, vertex_buffer_object, vertex_program,
vertex_shader, vertex_type_10f_11f_11f_rev, vertex_type_2_10_10_10_rev,
viewport_array, window_pos, sparse_texture
^ : ATI extensions:
draw_buffers, texture_float, texture_mirror_once
^ : EXT extensions:
texture_env_add, abgr, bgra, bindable_uniform, blend_color,
blend_equation_separate, blend_func_separate, blend_minmax, blend_subtract,
compiled_vertex_array, Cg_shader, depth_bounds_test, direct_state_access,
draw_buffers2, draw_instanced, draw_range_elements, fog_coord, framebuffer_blit,
framebuffer_multisample, framebuffer_multisample_blit_scaled, framebuffer_object,
framebuffer_sRGB, geometry_shader4, gpu_program_parameters, gpu_shader4,
multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels,
pixel_buffer_object, point_parameters, provoking_vertex, rescale_normal,
secondary_color, separate_shader_objects, separate_specular_color,
shader_integer_mix, shader_image_load_store, shadow_funcs, stencil_two_side,
stencil_wrap, texture3D, texture_array, texture_buffer_object,
texture_compression_dxt1, texture_compression_latc, texture_compression_rgtc,
texture_compression_s3tc, texture_cube_map, texture_edge_clamp,
texture_env_combine, texture_env_dot3, texture_filter_anisotropic,
texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp,
texture_object, texture_shared_exponent, texture_sRGB, texture_sRGB_decode,
texture_storage, texture_swizzle, timer_query, transform_feedback2, vertex_array,
vertex_array_bgra, vertex_attrib_64bit, import_sync_object
^ : EXTX extensions:
framebuffer_mixed_formats
^ : IBM extensions:
rasterpos_clip, texture_mirrored_repeat
^ : KHR extensions:
debug
^ : KTX extensions:
buffer_region
^ : NV extensions:
bindless_multi_draw_indirect, blend_equation_advanced, blend_square,
compute_program5, conditional_render, copy_depth_to_color, copy_image,
depth_buffer_float, depth_clamp, draw_texture, ES1_1_compatibility,
explicit_multisample, fence, float_buffer, fog_distance, fragment_program,
fragment_program_option, fragment_program2, framebuffer_multisample_coverage,
geometry_shader4, gpu_program4, gpu_program4_1, gpu_program5,
gpu_program5_mem_extended, gpu_program_fp64, gpu_shader5, half_float,
light_max_exponent, multisample_coverage, multisample_filter_hint,
occlusion_query, packed_depth_stencil, parameter_buffer_object,
parameter_buffer_object2, path_rendering, pixel_data_range, point_sprite,
primitive_restart, register_combiners, register_combiners2,
shader_atomic_counters, shader_atomic_float, shader_buffer_load,
shader_storage_buffer_object, texgen_reflection, texture_barrier,
texture_compression_vtc, texture_env_combine4, texture_expand_normal,
texture_multisample, texture_rectangle, texture_shader, texture_shader2,
texture_shader3, transform_feedback, transform_feedback2, vertex_array_range,
vertex_array_range2, vertex_attrib_integer_64bit, vertex_buffer_unified_memory,
vertex_program, vertex_program1_1, vertex_program2, vertex_program2_option,
vertex_program3, shader_thread_group
^ : NVX extensions:
conditional_render, gpu_memory_info
^ : S3 extensions:
s3tc
^ : SGIS extensions:
generate_mipmap, texture_lod
^ : SGIX extensions:
depth_texture, shadow
^ : SUN extensions:
slice_accum
^ : WGL extensions:
EXT_swap_control
^ : WIN extensions:
swap_hint
^ : Extensions (WGL):
^ : WGL extensions:
ARB_buffer_region, ARB_create_context, ARB_create_context_profile,
ARB_create_context_robustness, ARB_extensions_string, ARB_make_current_read,
ARB_multisample, ARB_pbuffer, ARB_pixel_format, ARB_pixel_format_float,
ARB_render_texture, ATI_pixel_format_float, EXT_create_context_es_profile,
EXT_create_context_es2_profile, EXT_extensions_string, EXT_framebuffer_sRGB,
EXT_pixel_format_packed_float, EXT_swap_control, EXT_swap_control_tear,
NVX_DX_interop, NV_DX_interop, NV_DX_interop2, NV_delay_before_swap,
NV_float_buffer, NV_multisample_coverage, NV_render_depth_texture,
NV_render_texture_rectangle
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
Audio configuration:
CD: FMOD/CD
Music: FMOD/Ext
SFX: FMOD
Initialized 16 sound effect channels
SavegameConverter: Starting conversion of "/legacysavegames/doom2-tnt/DoomSav0.dsg" using
Savegame Tool
^ : Starting conversion of "/legacysavegames/doom2-plut/DoomSav0.dsg" using Savegame Tool
^ : Starting conversion of "/legacysavegames/doom2/DoomSav9.dsg" using Savegame Tool
^ : Starting conversion of "/legacysavegames/doom2/DoomSav0.dsg" using Savegame Tool
Comments
This sounds like one of the tools has hung, and Doomsday is still waiting for it to finish. This could be something we can look into.
Not permanently, I hope? If you still happen to have them somewhere, it might help if you send them over and we can rule out the possibility of corrupt/unexpected save file contents.
One little bit of info i can give on the save files issue is that the only save i had was for a map that no longer existed.
Please fix it, make doomsday detect the real location of my documents. Hint: Read the value for "Personal" in "HKCU\Software\Microsoft\Windows\Currentversion\Explorer\User shell folders".
It seems that Doomsday just uses %userprofile%\documents instead of getting the actual location of the documents folder from the registry key I mentioned earlier, in my case c:\my docuements.
And no, it's not a network drive, it's a registry key.
Oh, and BTW, I KNOW what the default location is, that's exactly what I'm complaining about, doomsday completely ignores the actual location and uses the default, without checking if the user might have moved the folder to another place, e.g. c:\my documents.