Cannot start Doomsday on Linux (openSUSE)

edited 2012 Jul 19 in Technical Support
Hi all, new here...

I did a previous search beforehand, specifically aiming for the keyword "openSUSE", since I've seen most of Linux users here use Ubuntu or Debian. Didn't find much, then wrote here.

I use openSUSE 12.1 x86_64 with GNOME 3.2 and installed Doomsday through one of its repositories (the games one: http://download.opensuse.org/repositories/games/openSUSE_12.1/). I got the Snowberry icon launcher in my applications menu, but when clicking it absolutely nothing happens!

I tried to start Doomsday using the console and typing "doomsday" (strangely either "doomsday" and "doomsday engine" both launch), but it seems program starts in "console mode".

I read that Snowberry graphic frontend requires Python and WxPython. I have the first installed, but seemingly there's no WxPython package for openSUSE, unless it's the Python WxWidgets one... Anyway, could it really be the reason Snowberry is not working? If it was a matter of WxPython being missing, should I install the normal package or also the development one?

Or if I don't want the frontend (Python WxWidgets package is a bit heavy in Mb's...), is there a guide for using Doomsday with command line? At least for initial settings (WADs, options...), playing, adding add-ons... Because it seems the info in the wiki is outdated....

Thanks for your help, and I apologize beforehand because these could be probably very noob questions.

Comments

  • Doomsday needs the original Doom/Doom2/Doom1 wad to play

    Can you paste the contents of your doomsday.out file?
    It's located in ~/.doomsday/runtime/doomsday.out

    Also, you can try running it from the command line
    doomsday -game doom2 -file /path/to/Doom2.wad
    
  • Contents of doomsday.out file:
    Executable: Doomsday Engine 1.9.8 (Stable 64-bit).
    Sys_InitWindowManager: Using Qt window management.
    Initializing plugins...
      libjdoom
      libjheretic
      libjdoom64
      libjhexen
      libdpdehread
      libdpwadmapconverter
    applyWindowGeometry: I_InitJoystick: No joysticks found
    Starting LegacyCore event loop...
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 8600M GT/PCIe/SSE2
      Version: 3.3.0 NVIDIA 295.49
      Available Compressed Texture Formats: 3
      Available Texture Units: 4
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 8192
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_base_instance           GL_ARB_blend_func_extended    
        GL_ARB_color_buffer_float      GL_ARB_compatibility          
        GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth     
        GL_ARB_copy_buffer             GL_ARB_depth_buffer_float     
        GL_ARB_depth_clamp             GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_draw_elements_base_vert
        GL_ARB_draw_instanced          GL_ARB_ES2_compatibility      
        GL_ARB_explicit_attrib_locatio GL_ARB_fragment_coord_conventi
        GL_ARB_fragment_program        GL_ARB_fragment_program_shadow
        GL_ARB_fragment_shader         GL_ARB_framebuffer_object     
        GL_ARB_framebuffer_sRGB        GL_ARB_geometry_shader4       
        GL_ARB_get_program_binary      GL_ARB_half_float_pixel       
        GL_ARB_half_float_vertex       GL_ARB_imaging                
        GL_ARB_instanced_arrays        GL_ARB_internalformat_query   
        GL_ARB_map_buffer_alignment    GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_occlusion_query2       
        GL_ARB_pixel_buffer_object     GL_ARB_point_parameters       
        GL_ARB_point_sprite            GL_ARB_provoking_vertex       
        GL_ARB_robustness              GL_ARB_sampler_objects        
        GL_ARB_seamless_cube_map       GL_ARB_separate_shader_objects
        GL_ARB_shader_bit_encoding     GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_shading_language_420pac
        GL_ARB_shading_language_includ GL_ARB_shading_language_packin
        GL_ARB_shadow                  GL_ARB_sync                   
        GL_ARB_texture_border_clamp    GL_ARB_texture_buffer_object  
        GL_ARB_texture_compression     GL_ARB_texture_compression_rgt
        GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
        GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
        GL_ARB_texture_env_dot3        GL_ARB_texture_float          
        GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample    
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_texture_rgb10_a2ui     
        GL_ARB_texture_storage         GL_ARB_texture_swizzle        
        GL_ARB_timer_query             GL_ARB_transpose_matrix       
        GL_ARB_uniform_buffer_object   GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_buffer_object   
        GL_ARB_vertex_program          GL_ARB_vertex_shader          
        GL_ARB_vertex_type_2_10_10_10_ GL_ARB_viewport_array         
        GL_ARB_window_pos              GL_ATI_draw_buffers           
        GL_ATI_texture_float           GL_ATI_texture_mirror_once    
        GL_S3_s3tc                     GL_EXT_texture_env_add        
        GL_EXT_abgr                    GL_EXT_bgra                   
        GL_EXT_bindable_uniform        GL_EXT_blend_color            
        GL_EXT_blend_equation_separate GL_EXT_blend_func_separate    
        GL_EXT_blend_minmax            GL_EXT_blend_subtract         
        GL_EXT_compiled_vertex_array   GL_EXT_Cg_shader              
        GL_EXT_depth_bounds_test       GL_EXT_direct_state_access    
        GL_EXT_draw_buffers2           GL_EXT_draw_instanced         
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXTX_framebuffer_mixed_form GL_EXT_framebuffer_object     
        GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
        GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_float            GL_EXT_packed_pixels          
        GL_EXT_pixel_buffer_object     GL_EXT_point_parameters       
        GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color GL_EXT_shadow_funcs           
        GL_EXT_stencil_two_side        GL_EXT_stencil_wrap           
        GL_EXT_texture3D               GL_EXT_texture_array          
        GL_EXT_texture_buffer_object   GL_EXT_texture_compression_dxt
        GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
        GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map       
        GL_EXT_texture_edge_clamp      GL_EXT_texture_env_combine    
        GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
        GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer        
        GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
        GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
        GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB           
        GL_EXT_texture_sRGB_decode     GL_EXT_texture_storage        
        GL_EXT_texture_swizzle         GL_EXT_texture_type_2_10_10_10
        GL_EXT_timer_query             GL_EXT_vertex_array           
        GL_EXT_vertex_array_bgra       GL_EXT_x11_sync_object        
        GL_EXT_import_sync_object      GL_IBM_rasterpos_clip         
        GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region          
        GL_NV_alpha_test               GL_NV_blend_minmax            
        GL_NV_blend_square             GL_NV_complex_primitives      
        GL_NV_conditional_render       GL_NV_copy_depth_to_color     
        GL_NV_copy_image               GL_NV_depth_buffer_float      
        GL_NV_depth_clamp              GL_NV_explicit_multisample    
        GL_NV_fbo_color_attachments    GL_NV_fence                   
        GL_NV_float_buffer             GL_NV_fog_distance            
        GL_NV_fragdepth                GL_NV_fragment_program        
        GL_NV_fragment_program_option  GL_NV_fragment_program2       
        GL_NV_framebuffer_multisample_ GL_NV_geometry_shader4        
        GL_NV_gpu_program4             GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_coverage    
        GL_NV_multisample_filter_hint  GL_NV_occlusion_query         
        GL_NV_packed_depth_stencil     GL_NV_parameter_buffer_object 
        GL_NV_parameter_buffer_object2 GL_NV_path_rendering          
        GL_NV_pixel_data_range         GL_NV_point_sprite            
        GL_NV_primitive_restart        GL_NV_register_combiners      
        GL_NV_register_combiners2      GL_NV_shader_buffer_load      
        GL_NV_texgen_reflection        GL_NV_texture_barrier         
        GL_NV_texture_compression_vtc  GL_NV_texture_env_combine4    
        GL_NV_texture_expand_normal    GL_NV_texture_lod_clamp       
        GL_NV_texture_multisample      GL_NV_texture_rectangle       
        GL_NV_texture_shader           GL_NV_texture_shader2         
        GL_NV_texture_shader3          GL_NV_transform_feedback      
        GL_NV_vdpau_interop            GL_NV_vertex_array_range      
        GL_NV_vertex_array_range2      GL_NV_vertex_buffer_unified_me
        GL_NV_vertex_program           GL_NV_vertex_program1_1       
        GL_NV_vertex_program2          GL_NV_vertex_program2_option  
        GL_NV_vertex_program3          GL_NVX_conditional_render     
        GL_NVX_gpu_memory_info         GL_OES_depth24                
        GL_OES_depth32                 GL_OES_depth_texture          
        GL_OES_element_index_uint      GL_OES_fbo_render_mipmap      
        GL_OES_get_program_binary      GL_OES_mapbuffer              
        GL_OES_packed_depth_stencil    GL_OES_rgb8_rgba8             
        GL_OES_standard_derivatives    GL_OES_texture_3D             
        GL_OES_texture_float           GL_OES_texture_float_linear   
        GL_OES_texture_half_float      GL_OES_texture_half_float_line
        GL_OES_texture_npot            GL_OES_vertex_array_object    
        GL_OES_vertex_half_float       GL_SGIS_generate_mipmap       
        GL_SGIS_texture_lod            GL_SGIX_depth_texture         
        GL_SGIX_shadow                 GL_SUN_slice_accum            
    Initializing Render subsystem...
    Setting up platform state...
    Warning: loadAudioDriver: Loading of "libdsfmod.so" failed.
    Warning: Failed initializing audio driver "FMOD Ex"
    Initializing Resource subsystem...
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Canvas: Gained focus.
    Parsing definition files...
    Definitions:
        1 finales
        4 materials
    Automatic game selection failed.
    Registered Games:
    Key: '!'= Incomplete/Not playable '*'= Loaded
    ----------------------------------------------------------------------------------------
     ! chex             Chex(R) Quest (Digital Cafe)
     ! doom2            DOOM 2: Hell on Earth (id Software)
     ! doom64           Doom 64 (Midway Software)
     ! doom1            DOOM Registered (id Software)
     ! doom1-share      DOOM Shareware (id Software)
     ! doom2-plut       Final DOOM: The Plutonia Experiment (Dario Casali and Milo Casali)
     ! doom2-tnt        Final DOOM: TNT: Evilution (Team TNT)
     ! hacx             HACX - Twitch 'n Kill (Banjo Software)
     ! heretic          Heretic Registered (Raven Software)
     ! heretic-share    Heretic Shareware (Raven Software)
     ! heretic-ext      Heretic: Shadow of the Serpent Riders (Raven Software)
     ! hexen            Hexen (Raven Software)
     ! hexen-betademo   Hexen 4-map Beta Demo (Raven Software)
     ! hexen-demo       Hexen 4-map Demo (Raven Software)
     ! hexen-dk         Hexen: Deathkings of the Dark Citadel (Raven Software)
     ! doom1-ultimate   Ultimate DOOM (id Software)
    ----------------------------------------------------------------------------------------
    0 of 16 games playable.
    Use the 'load' command to load a game. For example: "load gamename".
    >quit
    Event loop exited with code 0.
    Shutting down the console...
    Z_Shutdown: Used 1 volumes, total 33554432 bytes.
    Restoring original display mode due to shutdown.
    Canvas: Lost focus.
    

    I know Doomsday needs the original Doom WADs, I already have them, but since I haven't been able to properly start or even using Doomsday, I haven't linked them to Doomsday (or set their paths, which is the correct term?)

    Sorry for the question, but does this have something to do with not being able to start Doomsday through Snowberry?
  • ctcx wrote:
    I know Doomsday needs the original Doom WADs, I already have them, but since I haven't been able to properly start or even using Doomsday, I haven't linked them to Doomsday (or set their paths, which is the correct term?)
    To me it looks like Doomsday started properly but haven't found any IWADs. Try using -iwad option to indicate IWAD location, together with -game , for example:
    doomsday -game doom2 -iwad /path/to/Doom2.wad
    
    ctcx wrote:
    Sorry for the question, but does this have something to do with not being able to start Doomsday through Snowberry?
    I don't think so.
  • ctcx wrote:
    Or if I don't want the frontend (Python WxWidgets package is a bit heavy in Mb's...), is there a guide for using Doomsday with command line? At least for initial settings (WADs, options...), playing, adding add-ons... Because it seems the info in the wiki is outdated...
    Well, the description of -game parameter is outdated. It now accepts a game identifier (doom2, doom1, doom1-share, etc. - the full list is in your doomsday.out, and also if you start Doomsday w/o cmdline args). You can use -iwad parameter to point Dday to your IWADs, and -file to load PWADs.
  • I've updated the wiki documentation for the -game command line option. Parts of the wiki are indeed in need of an update. Let us know if anything further needs clarifying.
  • But then why isn't the graphic frontend working? It stills doing nothing!
  • Tried typing "launch-doomsday" on a console session, output:
    Traceback (most recent call last):
      File "/usr/lib/doomsday/launch-doomsday", line 6, in <module>
        import snowberry
      File "./snowberry.py", line 25, in <module>
        import language, ui, plugins, sb.profdb
      File "./ui.py", line 37, in <module>
        import sys, os, wx, string
    ImportError: No module named wx
    
    Does this have to do with WxPython?
  • OK, found my problem: WxPython. After a search I finally confirmed that the package name for openSUSE is indeed python-wxWidgets, which was missing and therefore Snowberry frontend was not working.

    Finally played a bit and had a new problem: I have all default settings, but music is not playing at all. What's happening?

    Doomsday.out:
    Executable: Doomsday Engine 1.9.8 (Stable 64-bit).
    Sys_InitWindowManager: Using Qt window management.
    Initializing plugins...
      libjdoom
      libjheretic
      libjdoom64
      libjhexen
      libdpdehread
      libdpwadmapconverter
    applyWindowGeometry: I_InitJoystick: No joysticks found
    Starting LegacyCore event loop...
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 8600M GT/PCIe/SSE2
      Version: 3.3.0 NVIDIA 295.49
      Available Compressed Texture Formats: 3
      Available Texture Units: 4
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 8192
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_base_instance           GL_ARB_blend_func_extended    
        GL_ARB_color_buffer_float      GL_ARB_compatibility          
        GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth     
        GL_ARB_copy_buffer             GL_ARB_depth_buffer_float     
        GL_ARB_depth_clamp             GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_draw_elements_base_vert
        GL_ARB_draw_instanced          GL_ARB_ES2_compatibility      
        GL_ARB_explicit_attrib_locatio GL_ARB_fragment_coord_conventi
        GL_ARB_fragment_program        GL_ARB_fragment_program_shadow
        GL_ARB_fragment_shader         GL_ARB_framebuffer_object     
        GL_ARB_framebuffer_sRGB        GL_ARB_geometry_shader4       
        GL_ARB_get_program_binary      GL_ARB_half_float_pixel       
        GL_ARB_half_float_vertex       GL_ARB_imaging                
        GL_ARB_instanced_arrays        GL_ARB_internalformat_query   
        GL_ARB_map_buffer_alignment    GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_occlusion_query2       
        GL_ARB_pixel_buffer_object     GL_ARB_point_parameters       
        GL_ARB_point_sprite            GL_ARB_provoking_vertex       
        GL_ARB_robustness              GL_ARB_sampler_objects        
        GL_ARB_seamless_cube_map       GL_ARB_separate_shader_objects
        GL_ARB_shader_bit_encoding     GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_shading_language_420pac
        GL_ARB_shading_language_includ GL_ARB_shading_language_packin
        GL_ARB_shadow                  GL_ARB_sync                   
        GL_ARB_texture_border_clamp    GL_ARB_texture_buffer_object  
        GL_ARB_texture_compression     GL_ARB_texture_compression_rgt
        GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
        GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
        GL_ARB_texture_env_dot3        GL_ARB_texture_float          
        GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample    
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_texture_rg              GL_ARB_texture_rgb10_a2ui     
        GL_ARB_texture_storage         GL_ARB_texture_swizzle        
        GL_ARB_timer_query             GL_ARB_transpose_matrix       
        GL_ARB_uniform_buffer_object   GL_ARB_vertex_array_bgra      
        GL_ARB_vertex_array_object     GL_ARB_vertex_buffer_object   
        GL_ARB_vertex_program          GL_ARB_vertex_shader          
        GL_ARB_vertex_type_2_10_10_10_ GL_ARB_viewport_array         
        GL_ARB_window_pos              GL_ATI_draw_buffers           
        GL_ATI_texture_float           GL_ATI_texture_mirror_once    
        GL_S3_s3tc                     GL_EXT_texture_env_add        
        GL_EXT_abgr                    GL_EXT_bgra                   
        GL_EXT_bindable_uniform        GL_EXT_blend_color            
        GL_EXT_blend_equation_separate GL_EXT_blend_func_separate    
        GL_EXT_blend_minmax            GL_EXT_blend_subtract         
        GL_EXT_compiled_vertex_array   GL_EXT_Cg_shader              
        GL_EXT_depth_bounds_test       GL_EXT_direct_state_access    
        GL_EXT_draw_buffers2           GL_EXT_draw_instanced         
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXTX_framebuffer_mixed_form GL_EXT_framebuffer_object     
        GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
        GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_float            GL_EXT_packed_pixels          
        GL_EXT_pixel_buffer_object     GL_EXT_point_parameters       
        GL_EXT_provoking_vertex        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_shader_objects
        GL_EXT_separate_specular_color GL_EXT_shadow_funcs           
        GL_EXT_stencil_two_side        GL_EXT_stencil_wrap           
        GL_EXT_texture3D               GL_EXT_texture_array          
        GL_EXT_texture_buffer_object   GL_EXT_texture_compression_dxt
        GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
        GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map       
        GL_EXT_texture_edge_clamp      GL_EXT_texture_env_combine    
        GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
        GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer        
        GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
        GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
        GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB           
        GL_EXT_texture_sRGB_decode     GL_EXT_texture_storage        
        GL_EXT_texture_swizzle         GL_EXT_texture_type_2_10_10_10
        GL_EXT_timer_query             GL_EXT_vertex_array           
        GL_EXT_vertex_array_bgra       GL_EXT_x11_sync_object        
        GL_EXT_import_sync_object      GL_IBM_rasterpos_clip         
        GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region          
        GL_NV_alpha_test               GL_NV_blend_minmax            
        GL_NV_blend_square             GL_NV_complex_primitives      
        GL_NV_conditional_render       GL_NV_copy_depth_to_color     
        GL_NV_copy_image               GL_NV_depth_buffer_float      
        GL_NV_depth_clamp              GL_NV_explicit_multisample    
        GL_NV_fbo_color_attachments    GL_NV_fence                   
        GL_NV_float_buffer             GL_NV_fog_distance            
        GL_NV_fragdepth                GL_NV_fragment_program        
        GL_NV_fragment_program_option  GL_NV_fragment_program2       
        GL_NV_framebuffer_multisample_ GL_NV_geometry_shader4        
        GL_NV_gpu_program4             GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_coverage    
        GL_NV_multisample_filter_hint  GL_NV_occlusion_query         
        GL_NV_packed_depth_stencil     GL_NV_parameter_buffer_object 
        GL_NV_parameter_buffer_object2 GL_NV_path_rendering          
        GL_NV_pixel_data_range         GL_NV_point_sprite            
        GL_NV_primitive_restart        GL_NV_register_combiners      
        GL_NV_register_combiners2      GL_NV_shader_buffer_load      
        GL_NV_texgen_reflection        GL_NV_texture_barrier         
        GL_NV_texture_compression_vtc  GL_NV_texture_env_combine4    
        GL_NV_texture_expand_normal    GL_NV_texture_lod_clamp       
        GL_NV_texture_multisample      GL_NV_texture_rectangle       
        GL_NV_texture_shader           GL_NV_texture_shader2         
        GL_NV_texture_shader3          GL_NV_transform_feedback      
        GL_NV_vdpau_interop            GL_NV_vertex_array_range      
        GL_NV_vertex_array_range2      GL_NV_vertex_buffer_unified_me
        GL_NV_vertex_program           GL_NV_vertex_program1_1       
        GL_NV_vertex_program2          GL_NV_vertex_program2_option  
        GL_NV_vertex_program3          GL_NVX_conditional_render     
        GL_NVX_gpu_memory_info         GL_OES_depth24                
        GL_OES_depth32                 GL_OES_depth_texture          
        GL_OES_element_index_uint      GL_OES_fbo_render_mipmap      
        GL_OES_get_program_binary      GL_OES_mapbuffer              
        GL_OES_packed_depth_stencil    GL_OES_rgb8_rgba8             
        GL_OES_standard_derivatives    GL_OES_texture_3D             
        GL_OES_texture_float           GL_OES_texture_float_linear   
        GL_OES_texture_half_float      GL_OES_texture_half_float_line
        GL_OES_texture_npot            GL_OES_vertex_array_object    
        GL_OES_vertex_half_float       GL_SGIS_generate_mipmap       
        GL_SGIS_texture_lod            GL_SGIX_depth_texture         
        GL_SGIX_shadow                 GL_SUN_slice_accum            
    Initializing Render subsystem...
    Setting up platform state...
    Warning: loadAudioDriver: Loading of "libdsfmod.so" failed.
    Warning: Failed initializing audio driver "FMOD Ex"
    Sfx_InitChannels: 16 channels.
    Initializing Resource subsystem...
    Canvas: Gained focus.
    Initializing Binding subsystem...
    Initializing InFine subsystem...
    Initializing UI subsystem...
    Loading game resources...
      IWAD identification: 00d12fbc
    "data/jdoom/auto/.basedata/fontb042.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb088.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb051.lmp" already loaded.
    "data/jdoom/auto/.basedata/bigfn032.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb065.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb048.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb046.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb082.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb079.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb069.lmp" already loaded.
    "data/jdoom/auto/.basedata/fontb084.lmp" already loaded.
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    Parsing primary config "configs/doom/game.cfg"...
    Parsing definition files...
    Definitions:
       41 animation groups
        6 composite fonts
        8 finales
        9 lights
       38 map infos
        4 materials
       19 particle generators
        4 skies
       33 songs
      110 sound effects
      138 sprite names
      974 states
       49 surface decorations
      366 text strings
        8 texture environments
      140 things
    Warning: Texture "Particle00" not found.
    ----------------------------------------------------------------------------------------
    Ultimate DOOM
    ----------------------------------------------------------------------------------------
    DS_SDLMixer_Music_PlayFile: Error /etc/timidity.cfg: No such file or directory.
    DS_SDLMixer_Music_PlayFile: Error /etc/timidity.cfg: No such file or directory.
    NetSv_SendGameState: Game setup: doom1-ultimate E1M1 skill4 coop
    DS_SDLMixer_Music_PlayFile: Error /etc/timidity.cfg: No such file or directory.
    Loading Map "E1M1"...
    BSP built: (16:12) #239 Nodes, #240 Leafs, #1204 HEdges, #133 Vertexes.
    
    Map 1: Hangar
    Author: id Software
    
    You got the shotgun!
    Picked up a health bonus.
    Picked up a health bonus.
    You got the shotgun!
    Picked up an armor bonus.
    Picked up a health bonus.
    Picked up a health bonus.
    You got the shotgun!
    Picked up an armor bonus.
    You got the shotgun!
    Picked up an armor bonus.
    Picked up the armor.
    Picked up an armor bonus.
    Picked up an armor bonus.
    Event loop exited with code 0.
    Shutting down the console...
    Z_Shutdown: Used 1 volumes, total 33554432 bytes.
    Restoring original display mode due to shutdown.
    Canvas: Lost focus.
    
  • ctcx wrote:
    Finally played a bit and had a new problem: I have all default settings, but music is not playing at all. What's happening?
    Doomsday first looks for the FMOD sound plugin, which provides the best all around audio and music support on all platforms. However, because it is a closed source binary library, I assume it is not included in the openSUSE repository.

    Thus Doomsday falls back to the open source but lower quality "SDL_mixer" library for audio. In your doomsday.out it looks like it's trying to use a program called "timidity" to play your music. You could try installing timidity from your openSUSE repository and see if it starts working.
  • Tried installing Timidity, and seemingly it worked. Now plays music and, from the doomsday.out, I no longer have these lines:
    DS_SDLMixer_Music_PlayFile: Error /etc/timidity.cfg: No such file or directory.
    DS_SDLMixer_Music_PlayFile: Error /etc/timidity.cfg: No such file or directory.
    DS_SDLMixer_Music_PlayFile: Error /etc/timidity.cfg: No such file or directory.
    
    But I noticed the music tracks sound kind of with a slight different style than how they sounded in original classic Doom, I mean, as if they were slightly "remastered" versions. And I know it because I still have classic Doom on a Windows PC. Is it normal, or do you need further details?

    Also, is jDoom the default engine Doomsday starts with?
    I was very curious about trying Doomsday because of its features and because it supports other games. And it's good, although I also expected it to have options to set Doom like it used to be originally, like Chocolate Doom or kind of...

    Thanks for your help.
  • ctcx wrote:
    But I noticed the music tracks sound kind of with a slight different style than how they sounded in original classic Doom, I mean, as if they were slightly "remastered" versions. And I know it because I still have classic Doom on a Windows PC. Is it normal, or do you need further details?

    How Doom's music sounds varies based on ones soundcard, midi soundfont and in Dday's case, audio plugin. This was true back when the game came out and is still true, due to it being midi based (actually a slightly altered variant referred to as mus).
  • I think the only way to get the music exactly as it was supposed to sound originally is getting it in OGG or MP3 and using those files with Doomsday. That's because as Vermil already stated, the original doom sounded differently depending on the soundcard used (I had an SB AWE32 and music was much better than my friend's SB16). That's just the way MIDI (the technology used to create Doom/Heretic's music) works.

    Regards.
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