Doomsday Engine doesn't start?

Hi!

I'm new to using the Doomsday engine and was looking for something that could let me play my favorite games like Hexen and Heretic with updated graphics.

I'm using 64 bit Windows 7 on an Acer 4736z machine with an Intel Integrated graphics card and the latest stable build of DE.

I'm not sure what going on, but after installing the Engine and configuring Snowberry to see my WAD files and choosing my game and starting it up, it doesn't load. It just changes my cursor to the circular loading cursor normal to windows, and then hangs there forever. When I click it asks me to terminate.

It has this behaviour with any game I put it to use, even just plain old DOOM. even after reinstalling, still the same behaviour. Can anyone help or show me what to do?

Comments

  • Doomsday will normally produce a log containing information that will help us to diagnose your problem. See the note at the top of this forum for info about this (doomsday.out).

    However, my first question will likely be whether you are using the correct driver for your video card. The default driver on Windows 7 often does not support OpenGL which Doomsday depends on for rendering. I don't personally use an Intel chipset but you may find the driver you need here: https://downloadcenter.intel.com/default.aspx
  • I installed the latest version for my Intel driver, the Mobile Intel Series 4 chipset. Still no show, same problem.

    Here is also the contents of my doomsday.out file:
    Application path: C:\Doomsday\Bin\Doomsday.exe
    Enabled log entry level: MESSAGE
    Created a new 32.0 MB memory volume.
    Executable: Doomsday Engine 1.11.1 (Stable 32-bit #946) Aug  4 2013 14:08:31.
    Command line (17 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Doomsday/
      3: -sfxchan
      4: 16
      5: -noanifilter
      6: -notexcomp
      7: -game
      8: heretic-ext
      9: -iwad
      10: C:\Doomsday\wads\heretic.wad
      11: -wnd
      12: -wh
      13: 640
      14: 480
      15: -userdir
      16: C:\Users\Bizuri\Documents\Doomsday Frontend\runtime/
    Loading shader definitions from read-only archive entry "data/shaders.dei" at path "/data/
    doomsday.pk3/data/shaders.dei" (out of archive in read-only native file "(basedir)\data\
    doomsday.pk3")
    Initializing plugins...
      (id:1) dehread
      (id:2) doom
      (id:3) heretic
      (id:4) hexen
      (id:5) wadmapconverter
    Starting GuiApp event loop...
    Canvas: Gained focus.
    OpenGL information:
      Version: 2.1.0 - Build 8.15.10.2869
      Renderer: Mobile Intel(R) 4 Series Express Chipset Family
      Vendor: Intel
    Capabilities:
      Compressed texture formats: 6
      Available texture units: 8
      Maximum texture anisotropy: 2
      Maximum texture size: 4096
      Line width granularity: 0.5
      Line width range: 0...7.5
    OpenGL Extensions:
        3DFX extensions:
            texture_compression_FXT1
        ARB extensions:
            multitexture, texture_cube_map, transpose_matrix, texture_env_add,
            texture_compression, texture_border_clamp, point_parameters, texture_env_combine,
            texture_env_dot3, texture_env_crossbar, shadow, window_pos, vertex_program,
            fragment_program, vertex_buffer_object, occlusion_query, fragment_shader,
            shader_objects, shading_language_100, texture_non_power_of_two, vertex_shader,
            point_sprite, depth_texture, texture_rectangle, draw_buffers, color_buffer_float,
            half_float_pixel, texture_float, pixel_buffer_object, draw_instanced,
            half_float_vertex, texture_rg, texture_compression_rgtc, framebuffer_sRGB,
            depth_buffer_float, vertex_array_object
        ATI extensions:
            separate_stencil
        EXT extensions:
            blend_minmax, blend_subtract, blend_color, abgr, texture3D, clip_volume_hint,
            compiled_vertex_array, draw_range_elements, rescale_normal, packed_pixels,
            texture_edge_clamp, separate_specular_color, texture_env_combine, bgra,
            blend_func_separate, secondary_color, fog_coord, texture_env_add,
            multi_draw_arrays, texture_filter_anisotropic, texture_compression_s3tc,
            shadow_funcs, stencil_wrap, texture_rectangle, stencil_two_side,
            texture_lod_bias, blend_equation_separate, framebuffer_object, draw_buffers2,
            texture_sRGB, packed_float, texture_shared_exponent, texture_swizzle,
            packed_depth_stencil, transform_feedback, framebuffer_blit
        IBM extensions:
            texture_mirrored_repeat
        NV extensions:
            blend_square, texgen_reflection, conditional_render
        SGIS extensions:
            texture_edge_clamp, generate_mipmap, texture_lod
        WIN extensions:
            swap_hint
      Extensions (WGL):
        WGL extensions:
            EXT_depth_float, ARB_buffer_region, ARB_extensions_string, ARB_make_current_read,
            ARB_pixel_format, ARB_pbuffer, EXT_extensions_string, EXT_swap_control,
            ARB_pixel_format_float, ARB_framebuffer_sRGB
    Initializing Render subsystem...
    Setting up platform state...
    FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013.
    Audio configuration (by decreasing priority):
      CD: FMOD/CD
      Music: FMOD/Ext
      SFX: FMOD
    Sfx_InitChannels: 16 channels.
    Segmentation Violation
    
    Initializing Resource subsystem...
    
  • There are no obvious problems here (OpenGL 2.1 is fine), yet it does say "Segmentation Violation", i.e. it's crashing for some reason. Could you run it again with the "-loglevel trace" option and post the log again? It should be much longer with more detailed information.

    You can adjust the loglevel in the launcher with the Developer -> Verbose messages option (level 3).
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