wtf corrupt save? o.O

edited 2009 Sep 23 in Technical Support
So, I just came into a problem while playing the game. I was playing as normal until I got to the Caves of Circe, where I got owned right at the start. However, after trying to load the game, it says that it is a corrupt save game, and crashes right there. Now none of my 3 saves which I had for my playthrough work. Other saves that I create seem to work fine, not sure up to which part of the game they'll work. This is the log that comes out:
Z_Create: New 32.0 MB memory volume.
Con_Init: Initializing the console.
Executable: Version 1.9.0-beta6.6 Sep  2 2009 (DGL).
Sys_InitWindowManager: Using Win32 window management.
Z_Create: New 32.0 MB memory volume.
createContext: OpenGL.
OpenGL information:
  Vendor: NVIDIA Corporation
  Renderer: GeForce 8500 GT/PCI/SSE2
  Version: 2.1.1
  GLU Version: 1.2.2.0 Microsoft Corporation
  Available Texture units: 4
  Maximum Texture Size: 8192
  Maximum Anisotropy: 16
  Num Texture Formats: 3
  Line Width Granularity: 0.1
  Line Width Range: 0.5...10.0
  Extensions:
    GL_ARB_color_buffer_float      GL_ARB_depth_texture          
    GL_ARB_draw_buffers            GL_ARB_fragment_program       
    GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
    GL_ARB_half_float_pixel        GL_ARB_imaging                
    GL_ARB_multisample             GL_ARB_multitexture           
    GL_ARB_occlusion_query         GL_ARB_pixel_buffer_object    
    GL_ARB_point_parameters        GL_ARB_point_sprite           
    GL_ARB_shadow                  GL_ARB_shader_objects         
    GL_ARB_shading_language_100    GL_ARB_texture_border_clamp   
    GL_ARB_texture_compression     GL_ARB_texture_cube_map       
    GL_ARB_texture_env_add         GL_ARB_texture_env_combine    
    GL_ARB_texture_env_dot3        GL_ARB_texture_float          
    GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_tw
    GL_ARB_texture_rectangle       GL_ARB_transpose_matrix       
    GL_ARB_vertex_buffer_object    GL_ARB_vertex_program         
    GL_ARB_vertex_shader           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_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_bindable_uniform        GL_EXT_depth_bounds_test      
    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_EXT_framebuffer_object      GL_EXTX_framebuffer_mixed_form
    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_rescale_normal          GL_EXT_secondary_color        
    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_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_integer        
    GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
    GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
    GL_EXT_texture_sRGB            GL_EXT_texture_shared_exponent
    GL_EXT_timer_query             GL_EXT_vertex_array           
    GL_IBM_rasterpos_clip          GL_IBM_texture_mirrored_repeat
    GL_KTX_buffer_region           GL_NV_blend_square            
    GL_NV_copy_depth_to_color      GL_NV_depth_buffer_float      
    GL_NV_conditional_render       GL_NV_depth_clamp             
    GL_NV_fence                    GL_NV_float_buffer            
    GL_NV_fog_distance             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_filter_hint 
    GL_NV_occlusion_query          GL_NV_packed_depth_stencil    
    GL_NV_parameter_buffer_object  GL_NV_pixel_data_range        
    GL_NV_point_sprite             GL_NV_primitive_restart       
    GL_NV_register_combiners       GL_NV_register_combiners2     
    GL_NV_texgen_reflection        GL_NV_texture_compression_vtc 
    GL_NV_texture_env_combine4     GL_NV_texture_expand_normal   
    GL_NV_texture_rectangle        GL_NV_texture_shader          
    GL_NV_texture_shader2          GL_NV_texture_shader3         
    GL_NV_transform_feedback       GL_NV_vertex_array_range      
    GL_NV_vertex_array_range2      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_SGIS_generate_mipmap       
    GL_SGIS_texture_lod            GL_SGIX_depth_texture         
    GL_SGIX_shadow                 GL_SUN_slice_accum            
    GL_WIN_swap_hint               WGL_EXT_swap_control          
  Extensions (WGL):
    WGL_ARB_buffer_region          WGL_ARB_extensions_string     
    WGL_ARB_make_current_read      WGL_ARB_multisample           
    WGL_ARB_pbuffer                WGL_ARB_pixel_format          
    WGL_ARB_pixel_format_float     WGL_ARB_render_texture        
    WGL_ATI_pixel_format_float     WGL_EXT_extensions_string     
    WGL_EXT_framebuffer_sRGB       WGL_EXT_pixel_format_packed_fl
    WGL_EXT_swap_control           WGL_NV_float_buffer           
    WGL_NV_render_depth_texture    WGL_NV_render_texture_rectangl
DGL Configuration:
  NPOT Textures: Disabled
  Texture Compression: Enabled
  Variable Texture Anisotropy: Enabled
  Utilized Texture Units: 2
  Multisampling: Enabled (32)
createContext: OpenGL.
GL_Init: Initializing Doomsday Graphics Library.
  Multitexturing enabled (full).
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
Sys_InitTimer.
  Driver: SDLMixer
SDLMixer Configuration:
  Output: stereo
  Format: 0x8010 (0x8010)
  Frequency: 22050Hz (22050Hz)
  Initial Channels: 8
Sfx_Init: Initializing...
Sfx_InitChannels: 16 channels.
S_Init: OK.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: E:\Alan\doomengine\Doomsday\data\doomsday.pk3
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\jhexen.pk3
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\music.zip
W_AddFile: E:\Alan\Hexen\HEXEN.WAD
  IWAD identification: 014ed52e
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot4.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\chain.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\chain2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\chain3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta00.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta61.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta62.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta63.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta64.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb00.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb59.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb60.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb61.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb62.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb63.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot4.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot5.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot6.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot7.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot8.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot9.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslota.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslotb.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegem.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc4.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc5.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc6.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc7.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc8.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf4.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf5.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf6.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf7.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf8.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm4.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm5.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm6.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm7.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm8.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\mapmask.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\menufog.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\pal18to8.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\travlpic.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpfull0.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpfull1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpfull2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecec1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecec2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecec3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecef1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecef2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecef3.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecem1.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecem2.lmp
W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecem3.lmp
Reading definition file: E:\Alan\doomengine\Doomsday\defs\doomsday.ded
Reading definition file: E:\Alan\doomengine\Doomsday\defs\jhexen\jhexen.ded
Definitions:
  300 sprite names
 2848 states
  400 things
   62 lights
  245 sound effects
   39 songs
  159 text strings
   13 surface decorations
   30 surface materials
    9 finales
B_Init: Init bindings.
B_BindCommand: Deleting binding 39, it has been overridden by binding 110.
Clearing binding context "deui"...
Clearing binding context "console"...
Clearing binding context "message"...
Clearing binding context "chat"...
Clearing binding context "shortcut"...
Clearing binding context "gameui"...
Clearing binding context "menu"...
Clearing binding context "map-freepan"...
Clearing binding context "map"...
Clearing binding context "game"...
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.00 seconds.
Net_InitGame: Initializing game data.
P_Init: Init Playloop state.
P_InitTerrainTypes: Material 'X_005' linked to terrain type 'Water'.
P_InitTerrainTypes: Material 'X_001' linked to terrain type 'Lava'.
P_InitTerrainTypes: Material 'X_009' linked to terrain type 'Sludge'.
P_InitTerrainTypes: Material 'F_033' linked to terrain type 'Ice'.
Hu_LoadData: Setting up heads up display.
ST_Init: Init status bar.
Hu_MenuInit: Init miscellaneous info.
AM_Init: Init automap.
----------------------------------------------------------------------
Hexen
----------------------------------------------------------------------
Parsing SNDINFO...
SN_InitSequenceScript: Registering sound sequences.
P_LoadMap: "MAP13"
convertMap: Attempting conversion of "MAP13".
WadMapConverter::Convert: Attempting map conversion...
WadMapConverter::Convert: Hexen map format.
HEdge list for leaf #07247D88 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07247DC8 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07247DD8 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07240D30 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07240D58 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07223EA0 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07226DD8 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07221E40 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07221EA8 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #072C73F0 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #072889F0 is not closed (1 gaps, 4 half-edges)
HEdge list for leaf #07288A98 is not closed (2 gaps, 4 half-edges)
HEdge list for leaf #07254EC8 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07233BA0 is not closed (1 gaps, 1 half-edges)
HEdge list for leaf #07209958 is not closed (1 gaps, 1 half-edges)
BSP_Build: Built 1274 Nodes, 1275 Subsectors, 6244 Segs, 2685 Vertexes
  Balance -8 (l13 - r21).
 Build subsector tables...
Sector #214 is unclosed near (1288.0,-692.0)
Sector #310 is unclosed near (420.0,-244.0)
 Build line tables...
convertMap: Successful.
R_InitLinks: Initializing
PO_InitForMap: Initializing polyobjects.
Load ACS scripts

Map 7 (13): SHADOW WOOD

Corrupt save game: Segment [107] failed alignment check

BTW, now I can't be sure, but I think that my 3 saves where, in order, right at the start of Caves of Circe, in front of the portal to that level, and a little bit after pulling the switch on the room before the caves that fixes the huge pits on the ground.

Comments

  • This is a known issue in the current 1.9.0 beta release which remains to be resolved. Most likely I'll get around to fixing this for the next release.
  • DaniJ wrote:
    This is a known issue in the current 1.9.0 beta release which remains to be resolved. Most likely I'll get around to fixing this for the next release.

    Oh, I see. Is there a cause to this, and a possible 'workaround' to avoid getting corrupt saves? I mean, stuff to avoid doing while saving, I'm gonna start over from the beginning now (I don't think there's anything I can do to recover those saved files I guess)
    Speaking of save files, where are they saved to? I wanted to know because there is no option to delete save files you're not actually using (even though you can overwrite them anyways... but I like deleting =), so I'd like to find them to delete them :D
  • Well, a failed "Segment 107 alignment" indicates a problem with archiving plane movers. This can only happen if you save whilst a plane is moving (door opening, elevator in motion or temporarily stopped etc, etc) so if you avoid doing that then you should be alright. Its also a good idea to make use of the multiple save slots rather than always overwriting the same save.

    Obviously you should not need to do this as it is clearly a bug but we simply haven't gotten around to fixing it yet.

    Save game files are stored in your runtime folder by default which under Windows XP is e.g., c:\Program Files\Doomsday\snowberry\runtime or under Vista/Win7 is e.g., c:\Users\<user name>\Doomsday Frontend\runtime

    I agree that there should be more robust controls for managing save games from within the menu.
  • DaniJ wrote:
    Well, a failed "Segment 107 alignment" indicates a problem with archiving plane movers. This can only happen if you save whilst a plane is moving (door opening, elevator in motion or temporarily stopped etc, etc) so if you avoid doing that then you should be alright. Its also a good idea to make use of the multiple save slots rather than always overwriting the same save.

    Obviously you should not need to do this as it is clearly a bug but we simply haven't gotten around to fixing it yet.

    Save game files are stored in your runtime folder by default which under Windows XP is e.g., c:\Program Files\Doomsday\snowberry\runtime or under Vista/Win7 is e.g., c:\Users\<user name>\Doomsday Frontend\runtime

    I agree that there should be more robust controls for managing save games from within the menu.

    Just a last question, is the save lost for good or when you get around to fix that bug, it'll have something to recover the useful parts of the save file (if any are available)? Just wanna know because if it'll recover, then I'll leave my files there and will start a new game with another character and will get back to the other one when it gets fixed. Thanks!
  • Until I look at the problem I won't know if it failed alignment due to a bad read or a bad write. If its a bad read then you'll be able to use them once the problem is fixed. If its a bad write then they are useless.

    I would suggest you keep hold of them for now until we know.
  • DaniJ wrote:
    Until I look at the problem I won't know if it failed alignment due to a bad read or a bad write. If its a bad read then you'll be able to use them once the problem is fixed. If its a bad write then they are useless.

    I would suggest you keep hold of them for now until we know.

    OK I will. Thank you very much!
  • Well I'm going to ask, is there going to be more spaces for saving? 6 spaces is getting quite small ):
  • New save bug detected...
    take a look:
    Z_Create: New 32.0 MB memory volume.
    Con_Init: Initializing the console.
    Executable: Version 1.9.0-beta6.6 Sep  2 2009 (DGL).
    Sys_InitWindowManager: Using Win32 window management.
    Z_Create: New 32.0 MB memory volume.
    createContext: OpenGL.
    OpenGL information:
      Vendor: NVIDIA Corporation
      Renderer: GeForce 8500 GT/PCI/SSE2
      Version: 2.1.1
      GLU Version: 1.2.2.0 Microsoft Corporation
      Available Texture units: 4
      Maximum Texture Size: 8192
      Maximum Anisotropy: 16
      Num Texture Formats: 3
      Line Width Granularity: 0.1
      Line Width Range: 0.5...10.0
      Extensions:
        GL_ARB_color_buffer_float      GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_half_float_pixel        GL_ARB_imaging                
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_pixel_buffer_object    
        GL_ARB_point_parameters        GL_ARB_point_sprite           
        GL_ARB_shadow                  GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_texture_border_clamp   
        GL_ARB_texture_compression     GL_ARB_texture_cube_map       
        GL_ARB_texture_env_add         GL_ARB_texture_env_combine    
        GL_ARB_texture_env_dot3        GL_ARB_texture_float          
        GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_tw
        GL_ARB_texture_rectangle       GL_ARB_transpose_matrix       
        GL_ARB_vertex_buffer_object    GL_ARB_vertex_program         
        GL_ARB_vertex_shader           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_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_bindable_uniform        GL_EXT_depth_bounds_test      
        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_EXT_framebuffer_object      GL_EXTX_framebuffer_mixed_form
        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_rescale_normal          GL_EXT_secondary_color        
        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_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_integer        
        GL_EXT_texture_lod             GL_EXT_texture_lod_bias       
        GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
        GL_EXT_texture_sRGB            GL_EXT_texture_shared_exponent
        GL_EXT_timer_query             GL_EXT_vertex_array           
        GL_IBM_rasterpos_clip          GL_IBM_texture_mirrored_repeat
        GL_KTX_buffer_region           GL_NV_blend_square            
        GL_NV_copy_depth_to_color      GL_NV_depth_buffer_float      
        GL_NV_conditional_render       GL_NV_depth_clamp             
        GL_NV_fence                    GL_NV_float_buffer            
        GL_NV_fog_distance             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_filter_hint 
        GL_NV_occlusion_query          GL_NV_packed_depth_stencil    
        GL_NV_parameter_buffer_object  GL_NV_pixel_data_range        
        GL_NV_point_sprite             GL_NV_primitive_restart       
        GL_NV_register_combiners       GL_NV_register_combiners2     
        GL_NV_texgen_reflection        GL_NV_texture_compression_vtc 
        GL_NV_texture_env_combine4     GL_NV_texture_expand_normal   
        GL_NV_texture_rectangle        GL_NV_texture_shader          
        GL_NV_texture_shader2          GL_NV_texture_shader3         
        GL_NV_transform_feedback       GL_NV_vertex_array_range      
        GL_NV_vertex_array_range2      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_SGIS_generate_mipmap       
        GL_SGIS_texture_lod            GL_SGIX_depth_texture         
        GL_SGIX_shadow                 GL_SUN_slice_accum            
        GL_WIN_swap_hint               WGL_EXT_swap_control          
      Extensions (WGL):
        WGL_ARB_buffer_region          WGL_ARB_extensions_string     
        WGL_ARB_make_current_read      WGL_ARB_multisample           
        WGL_ARB_pbuffer                WGL_ARB_pixel_format          
        WGL_ARB_pixel_format_float     WGL_ARB_render_texture        
        WGL_ATI_pixel_format_float     WGL_EXT_extensions_string     
        WGL_EXT_framebuffer_sRGB       WGL_EXT_pixel_format_packed_fl
        WGL_EXT_swap_control           WGL_NV_float_buffer           
        WGL_NV_render_depth_texture    WGL_NV_render_texture_rectangl
    DGL Configuration:
      NPOT Textures: Disabled
      Texture Compression: Enabled
      Variable Texture Anisotropy: Enabled
      Utilized Texture Units: 2
      Multisampling: Enabled (32)
    createContext: OpenGL.
    GL_Init: Initializing Doomsday Graphics Library.
      Multitexturing enabled (full).
    Sys_Init: Setting up machine state.
    Sys_Init: Initializing keyboard, mouse and joystick.
    Sys_InitTimer.
      Driver: SDLMixer
    SDLMixer Configuration:
      Output: stereo
      Format: 0x8010 (0x8010)
      Frequency: 22050Hz (22050Hz)
      Initial Channels: 8
    Sfx_Init: Initializing...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Parsing configuration files.
    W_Init: Init WADfiles.
    W_AddFile: E:\Alan\doomengine\Doomsday\data\doomsday.pk3
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\jhexen.pk3
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\music.zip
    W_AddFile: E:\Alan\Hexen\HEXEN.WAD
      IWAD identification: 014ed52e
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\armslot4.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\chain.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\chain2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\chain3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta00.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta61.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta62.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta63.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fonta64.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb00.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb59.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb60.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb61.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb62.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\fontb63.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot4.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot5.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot6.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot7.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot8.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslot9.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslota.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\keyslotb.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegem.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc4.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc5.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc6.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc7.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmc8.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf4.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf5.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf6.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf7.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmf8.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm4.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm5.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm6.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm7.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\lifegmm8.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\mapmask.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\menufog.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\pal18to8.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\travlpic.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpfull0.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpfull1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpfull2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecec1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecec2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecec3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecef1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecef2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecef3.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecem1.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecem2.lmp
    W_AddFile: E:\Alan\doomengine\Doomsday\data\jhexen\auto\.basedata\wpiecem3.lmp
    Reading definition file: E:\Alan\doomengine\Doomsday\defs\doomsday.ded
    Reading definition file: E:\Alan\doomengine\Doomsday\defs\jhexen\jhexen.ded
    Definitions:
      300 sprite names
     2848 states
      400 things
       62 lights
      245 sound effects
       39 songs
      159 text strings
       13 surface decorations
       30 surface materials
        9 finales
    B_Init: Init bindings.
    B_BindCommand: Deleting binding 39, it has been overridden by binding 110.
    Clearing binding context "deui"...
    Clearing binding context "console"...
    Clearing binding context "message"...
    Clearing binding context "chat"...
    Clearing binding context "shortcut"...
    Clearing binding context "gameui"...
    Clearing binding context "menu"...
    Clearing binding context "map-freepan"...
    Clearing binding context "map"...
    Clearing binding context "game"...
    R_Init: Init the refresh daemon.
    R_InitModels: Initializing MD2 models.
    R_InitModels: Done in 0.00 seconds.
    Net_InitGame: Initializing game data.
    P_Init: Init Playloop state.
    P_InitTerrainTypes: Material 'X_005' linked to terrain type 'Water'.
    P_InitTerrainTypes: Material 'X_001' linked to terrain type 'Lava'.
    P_InitTerrainTypes: Material 'X_009' linked to terrain type 'Sludge'.
    P_InitTerrainTypes: Material 'F_033' linked to terrain type 'Ice'.
    Hu_LoadData: Setting up heads up display.
    ST_Init: Init status bar.
    Hu_MenuInit: Init miscellaneous info.
    AM_Init: Init automap.
    ----------------------------------------------------------------------
    Hexen
    ----------------------------------------------------------------------
    Parsing SNDINFO...
    SN_InitSequenceScript&#058; Registering sound sequences.
    P_LoadMap: "MAP13"
    convertMap: Attempting conversion of "MAP13".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: Hexen map format.
    HEdge list for leaf #07247D88 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07247DC8 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07247DD8 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07240D30 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07240D58 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07223EA0 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07226DD8 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07221E40 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07221EA8 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #072C73F0 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #072889F0 is not closed (1 gaps, 4 half-edges)
    HEdge list for leaf #07288A98 is not closed (2 gaps, 4 half-edges)
    HEdge list for leaf #07254EC8 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07233BA0 is not closed (1 gaps, 1 half-edges)
    HEdge list for leaf #07209958 is not closed (1 gaps, 1 half-edges)
    BSP_Build: Built 1274 Nodes, 1275 Subsectors, 6244 Segs, 2685 Vertexes
      Balance -8 (l13 - r21).
     Build subsector tables...
    Sector #214 is unclosed near (1288.0,-692.0)
    Sector #310 is unclosed near (420.0,-244.0)
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    PO_InitForMap: Initializing polyobjects.
    Load ACS scripts
    
    Map 7 (13): SHADOW WOOD
    
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 619, sector 308). Previous polyobj overridden.
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 618, sector 308). Previous polyobj overridden.
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 335, sector 257). Previous polyobj overridden.
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 336, sector 257). Previous polyobj overridden.
    P_LoadMap: "MAP09"
    convertMap: Attempting conversion of "MAP09".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: Hexen map format.
    Linedef #65 seems to be a One-Sided Window (back faces sector #196).
    Linedef #129 seems to be a One-Sided Window (back faces sector #243).
    Linedef #926 seems to be a One-Sided Window (back faces sector #244).
    HEdge list for leaf #07219A10 is not closed (1 gaps, 1 half-edges)
    hardenLeaf: Warning orphan subsector 05B052B5.
    BSP_Build: Built 757 Nodes, 758 Subsectors, 3587 Segs, 1665 Vertexes
      Balance -4 (l13 - r17).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    PO_InitForMap: Initializing polyobjects.
    Load ACS scripts
    
    Map 9 (9): CAVES OF CIRCE
    
    P_LoadMap: "MAP09"
    convertMap: Attempting conversion of "MAP09".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: Hexen map format.
    Linedef #65 seems to be a One-Sided Window (back faces sector #196).
    Linedef #129 seems to be a One-Sided Window (back faces sector #243).
    Linedef #926 seems to be a One-Sided Window (back faces sector #244).
    HEdge list for leaf #07217330 is not closed (1 gaps, 1 half-edges)
    hardenLeaf: Warning orphan subsector 05B052B5.
    BSP_Build: Built 757 Nodes, 758 Subsectors, 3587 Segs, 1665 Vertexes
      Balance -4 (l13 - r17).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    PO_InitForMap: Initializing polyobjects.
    Load ACS scripts
    
    Map 9 (9): CAVES OF CIRCE
    
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 270, sector 243). Previous polyobj overridden.
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 104, sector 196). Previous polyobj overridden.
    P_LoadMap: "MAP09"
    convertMap: Attempting conversion of "MAP09".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: Hexen map format.
    Linedef #65 seems to be a One-Sided Window (back faces sector #196).
    Linedef #129 seems to be a One-Sided Window (back faces sector #243).
    Linedef #926 seems to be a One-Sided Window (back faces sector #244).
    HEdge list for leaf #07026848 is not closed (1 gaps, 1 half-edges)
    hardenLeaf: Warning orphan subsector 010ABB36.
    BSP_Build: Built 757 Nodes, 758 Subsectors, 3587 Segs, 1665 Vertexes
      Balance -4 (l13 - r17).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    PO_InitForMap: Initializing polyobjects.
    Load ACS scripts
    
    Map 9 (9): CAVES OF CIRCE
    
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 270, sector 243). Previous polyobj overridden.
    P_MapInitPolyobjs: Warning: Multiple polyobjs in a single subsector
      (ssec 104, sector 196). Previous polyobj overridden.
    P_LoadMap: "MAP09"
    convertMap: Attempting conversion of "MAP09".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: Hexen map format.
    Linedef #65 seems to be a One-Sided Window (back faces sector #196).
    Linedef #129 seems to be a One-Sided Window (back faces sector #243).
    Linedef #926 seems to be a One-Sided Window (back faces sector #244).
    HEdge list for leaf #06E94A58 is not closed (1 gaps, 1 half-edges)
    hardenLeaf: Warning orphan subsector 010ABB36.
    BSP_Build: Built 757 Nodes, 758 Subsectors, 3587 Segs, 1665 Vertexes
      Balance -4 (l13 - r17).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    PO_InitForMap: Initializing polyobjects.
    Load ACS scripts
    
    Map 9 (9): CAVES OF CIRCE
    
    P_UnarchiveThinkers: Unknown tClass 107 in savegame
    

    The last line is the message I get when loading the game.
  • This is the same problem only resulting in a different error message. Note that the messages states "P_UnarchiveThinkers: Unknown tClass 107 in savegame" which suggests that it is a read rather than a write problem.
  • If it would help, I have two save files which can be used to recreate this bug. The first save exhibits the same behavior others have reported in this thread. The second save file loads properly, but if I save again shortly later, that new save file will be corrupt. I can't attach the save files to the bug that's already opened on this issue, but I could mail the files to someone or post them here.
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