How to run a game?

edited 2013 Nov 27 in Technical Support
I'am sorry for possibly dumb question, but I readed Wiki pages here (Installation, Starting a game), some post on Ubuntu forums and I'am still unable to run any game at all.

I downloaded Doomsday 1.12.2 64 bit from here and installed into Ubuntu 13.10. Then I bought Heretic: Shadow of the Serpent Riders, HeXen: Beyond Heretic and HeXen: Deathkings of the Dark Citadel from Steam. And downloaded Shareware Doom 1 for testing. Wad files I placed into .doomsday/games/ and I tried to run it with theese commands:
doomsday -game jdoom -file /home/disnel/.doomsday/games/DOOM1.WAD

doomsday -game doom1share -file /home/disnel/.doomsday/games/DOOM1.WAD

Analogically with other games (Heretic, Hexens). In all cases doomsday starts, but does not show any game available and says, that no game is loaded into bottom bar. What I'am doing wrong?

doomsday.out file content:
Application path: /usr/bin/doomsday
Enabled log entry level: MESSAGE
Created a new 32.0 MB memory volume.
Config::read: modules/Config matches version [ 2, 0, 0, 1036 ]
Executable: Doomsday Engine 1.12.2 (Stable 64-bit #1036) Nov  2 2013 14:53:44.
Command line (5 strings):
  0: doomsday
  1: -game
  2: doom1-share
  3: -file
  4: /home/disnel/.doomsday/games/DOOM1.WAD
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) libdehread
  (id:2) libdoom
  (id:3) libdoom64
  (id:4) libexample
  (id:5) libheretic
  (id:6) libhexen
  (id:7) libwadmapconverter
I_InitJoystick: No joysticks found
Starting GuiApp event loop...
OpenGL information:
  Version: 4.3.0 NVIDIA 319.60
  Renderer: GeForce GTX 675M/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, clear_buffer_object,
        color_buffer_float, compatibility, compressed_texture_pixel_storage,
        conservative_depth, compute_shader, 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, 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,
        instanced_arrays, internalformat_query, internalformat_query2,
        invalidate_subdata, map_buffer_alignment, map_buffer_range, 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_image_load_store,
        shader_image_size, shader_objects, shader_precision,
        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_mirrored_repeat, texture_multisample,
        texture_non_power_of_two, texture_query_levels, texture_query_lod,
        texture_rectangle, texture_rg, texture_rgb10_a2ui, 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_2_10_10_10_rev, viewport_array, window_pos
    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_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,
        x11_sync_object, import_sync_object
    EXTX extensions:
        framebuffer_mixed_formats
    IBM extensions:
        rasterpos_clip, texture_mirrored_repeat
    KHR extensions:
        debug
    KTX extensions:
        buffer_region
    NV extensions:
        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, vdpau_interop,
        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
    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
Initializing Render subsystem...
Setting up platform state...
Warning: loadAudioDriver: Loading of "fmod" failed.
Warning: Failed initializing audio driver "FMOD"
Audio configuration (by decreasing priority):
  Music: SDLMixer::Music
  SFX: SDLMixer
ExampleHook: Hook successful!
Initializing Resource subsystem...
Canvas: Gained focus.
Initializing Texture subsystem...
Initializing Material subsystem...
Initializing InFine subsystem...
Initializing UI subsystem...
Locating "HACX - Twitch 'n Kill"...
Locating "Chex(R) Quest"...
Locating "Final DOOM: TNT: Evilution"...
Locating "Final DOOM: The Plutonia Experiment"...
Locating "DOOM 2: Hell on Earth"...
Locating "Ultimate DOOM"...
Locating "DOOM Registered"...
Locating "DOOM Shareware"...
Locating "Doom 64"...
Locating "Heretic: Shadow of the Serpent Riders"...
Locating "Heretic Registered"...
Locating "Heretic Shareware"...
Locating "Hexen: Deathkings of the Dark Citadel"...
Locating "Hexen"...
Locating "Hexen v1.0"...
Locating "Hexen 4-map Demo"...
Locating "Hexen 4-map Beta Demo"...
R_InitCompositeTextures: Completed in 0 seconds.
R_InitFlatTetxures: Completed in 0 seconds.
R_InitSpriteTextures: Completed in 0 seconds.
Parsing definition files...
readAllDefinitions: Completed in 0.01 seconds.
Definitions:
  1 finales
  11 materials
buildSprites: Completed in 0 seconds.
R_InitSprites: Completed in 0 seconds.
Models_Init: Completed in 0.00 seconds.
Automatic game selection failed
Canvas: Lost focus.
^ : Gained focus.
^ : Lost focus.
^ : Gained focus.
^ : Lost focus.

Comments

  • When loading IWADs in this way its the -iwad argument (which, expects a directory path and not a file) one should use, rather than -file.
  • I.e.:
    doomsday -game doom1-share -iwad /home/disnel/.doomsday/games/
    

    Also, it's okay to leave out the -game option. If there are multiple IWADs in your .doomsday/games directory, you can select one manually from a menu. Otherwise it automatically starts the available game.

    Also, see "man doomsday" for the list of valid values for -game (under Game Modes).
  • Thank you both, now it works. And now, where I should put jHRP addon? I tried into .doomsday/addons (mentioned in man page) and it does not work ....
  • You'll need to tell Doomsday to load your add-on. If you're launching from the command line this must be done manually (check the install instructions for the add-on how to do this). If you launch from the frontend/Snowberry it can be enabled from the Addons page.
  • I didn't found any installation instructions. But I tried Snowberry and it works. Thank you for your help :)
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