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