Install error: requires a string argument of length 8
Hi all,
I had just recently upgraded my computer and installed windows 7 64. Before that I was using legacy and it worked fine, no opengl issues at all. But legacy won't work too well with win 7 64 so I am trying out doomsday for the first time. I was able to get it to work once, with error messages during install but now it just refers me to the snowberry.exe.log file. Since you require the doomsday.out file I will include that here:
I have checked the forums for similar problems and found one but it wasn't very helpful as I know all the doom wads asked for were full sized, non-demo's. So I don't really know what to do here. That's about it. The following is my system specs:
Foxconn A74ML-K mobo
Athlon II X4 645 q/c cpu
2 GB Kingston PC1066 RAM
Radeon HD5450 video card
This was an extreme budget system but it should be good enough to play Doom on still as my old Athlon64 machine with XP installed played it well. Thanks ahead for any help.
ps, here is the snowberry.exe.log file too as it is mentioned in the error block that comes up when trying to start Doomsday.
I had just recently upgraded my computer and installed windows 7 64. Before that I was using legacy and it worked fine, no opengl issues at all. But legacy won't work too well with win 7 64 so I am trying out doomsday for the first time. I was able to get it to work once, with error messages during install but now it just refers me to the snowberry.exe.log file. Since you require the doomsday.out file I will include that here:
Application path: C:\games\doom2\Doomsday\Bin\Doomsday.exe
Enabled log entry level: MESSAGE
Created a new 32.0 MB memory volume.
Executable: Doomsday Engine 1.13.0 [#1060] (Unstable 32-bit) Nov 26 2013 12:24:45.
Command line (9 strings):
0: Doomsday.exe
1: -game
2: jDoom.dll
3: -gl
4: drOpenGL.dll
5: -userdir
6: C:\games\doom2\Doomsday\Run\jDoom/
7: -basedir
8: C:\games\doom2/
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)\
Doomsday\data\doomsday.pk3")
Initializing plugins...
Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
load library C:\games\doom2\Doomsday\
Bin\plugins\audio_openal.dll: The
specified module could not be found.
loadPlugin: Did not load "/bin/audio_openal.dll" ([LoadError] (Library::Library) Cannot
load library C:\games\doom2\Doomsday\Bin\plugins\audio_openal.dll: The
specified module could not be found.).
(id:1) dehread
(id:2) doom
(id:3) heretic
(id:4) hexen
(id:5) wadmapconverter
Joystick_Init: L
Starting GuiApp event loop...
Canvas: Gained focus.
OpenGL information:
Version: 4.2.12430 Compatibility Profile Context 13.152.1.8000
Renderer: AMD Radeon HD 5450
Vendor: ATI Technologies Inc.
Capabilities:
Compressed texture formats: 31
Available texture units: 8
Maximum texture anisotropy: 16
Maximum texture size: 16384
Line width granularity: 0.125
Line width range: 1...63
OpenGL Extensions:
AMD extensions:
conservative_depth, debug_output, depth_clamp_separate, draw_buffers_blend,
multi_draw_indirect, name_gen_delete, performance_monitor, pinned_memory,
query_buffer_object, sample_positions, seamless_cubemap_per_texture,
shader_stencil_export, shader_trace, texture_cube_map_array, texture_texture4,
transform_feedback3_lines_triangles, vertex_shader_layer,
vertex_shader_tessellator, vertex_shader_viewport_index
AMDX extensions:
debug_output, vertex_shader_tessellator
ARB extensions:
ES2_compatibility, ES3_compatibility, arrays_of_arrays, base_instance,
blend_func_extended, clear_buffer_object, color_buffer_float, compatibility,
compressed_texture_pixel_storage, compute_shader, conservative_depth,
copy_buffer, copy_image, debug_output, depth_buffer_float, depth_clamp,
depth_texture, draw_buffers, draw_buffers_blend, draw_elements_base_vertex,
draw_indirect, draw_instanced, 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, 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, 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_stencil_export, shader_storage_buffer_object,
shader_subroutine, shader_texture_lod, shading_language_100,
shading_language_420pack, shading_language_packing, shadow, shadow_ambient,
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_snorm, texture_storage, texture_storage_multisample,
timer_query, transform_feedback2, transform_feedback3,
transform_feedback_instanced, transpose_matrix, uniform_buffer_object,
vertex_array_bgra, vertex_array_object, vertex_attrib_64bit,
vertex_buffer_object, vertex_program, vertex_shader, vertex_type_2_10_10_10_rev,
viewport_array, window_pos
ATI extensions:
draw_buffers, envmap_bumpmap, fragment_shader, separate_stencil,
texture_compression_3dc, texture_env_combine3, texture_float, texture_mirror_once
EXT extensions:
abgr, bgra, bindable_uniform, blend_color, blend_equation_separate,
blend_func_separate, blend_minmax, blend_subtract, compiled_vertex_array,
copy_buffer, copy_texture, direct_state_access, draw_buffers2, draw_instanced,
draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
framebuffer_object, framebuffer_sRGB, geometry_shader4, gpu_program_parameters,
gpu_shader4, histogram, multi_draw_arrays, packed_depth_stencil, packed_float,
packed_pixels, pixel_buffer_object, point_parameters, provoking_vertex,
rescale_normal, secondary_color, separate_specular_color,
shader_image_load_store, shadow_funcs, stencil_wrap, subtexture,
texgen_reflection, texture3D, texture_array, texture_buffer_object,
texture_compression_bptc, texture_compression_latc, texture_compression_rgtc,
texture_compression_s3tc, texture_cube_map, texture_edge_clamp, texture_env_add,
texture_env_combine, texture_env_dot3, texture_filter_anisotropic,
texture_integer, texture_lod, texture_lod_bias, texture_mirror_clamp,
texture_object, texture_rectangle, texture_sRGB, texture_sRGB_decode,
texture_shared_exponent, texture_snorm, texture_storage, texture_swizzle,
timer_query, transform_feedback, vertex_array, vertex_array_bgra,
vertex_attrib_64bit
IBM extensions:
texture_mirrored_repeat
KHR extensions:
debug
KTX extensions:
buffer_region
NV extensions:
blend_square, conditional_render, copy_depth_to_color, copy_image,
explicit_multisample, float_buffer, half_float, primitive_restart,
texgen_reflection, texture_barrier
SGIS extensions:
generate_mipmap, texture_edge_clamp, texture_lod
SUN extensions:
multi_draw_arrays
WGL extensions:
EXT_swap_control
WIN extensions:
swap_hint
Extensions (WGL):
WGL extensions:
ARB_extensions_string, ARB_pixel_format, ATI_pixel_format_float,
ARB_pixel_format_float, ARB_multisample, EXT_swap_control, EXT_swap_control_tear,
ARB_pbuffer, ARB_render_texture, ARB_make_current_read, EXT_extensions_string,
ARB_buffer_region, EXT_framebuffer_sRGB, ATI_render_texture_rectangle,
EXT_pixel_format_packed_float, I3D_genlock, NV_swap_group, ARB_create_context,
AMD_gpu_association, AMDX_gpu_association, ARB_create_context_profile,
NV_DX_interop, NV_DX_interop2, NV_float_buffer
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
Initializing Resource subsystem...
CallbackThread: Uncaught exception: (FS1::findPath) No paths found matching 'Packages:
doomsday.pk3'
Restoring original display mode due to shutdown.
Canvas: Lost focus.
Shutting down the console...
Z_Shutdown: Used 1 volumes, total 33554432 bytes.
I have checked the forums for similar problems and found one but it wasn't very helpful as I know all the doom wads asked for were full sized, non-demo's. So I don't really know what to do here. That's about it. The following is my system specs:
Foxconn A74ML-K mobo
Athlon II X4 645 q/c cpu
2 GB Kingston PC1066 RAM
Radeon HD5450 video card
This was an extreme budget system but it should be good enough to play Doom on still as my old Athlon64 machine with XP installed played it well. Thanks ahead for any help.
ps, here is the snowberry.exe.log file too as it is mentioned in the error block that comes up when trying to start Doomsday.
Traceback (most recent call last):
File "snowberry.py", line 25, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "ui.pyo", line 38, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "widgets.pyo", line 37, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\profdb.pyo", line 30, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\profile.pyo", line 27, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\aodb.pyo", line 745, in <module>
File "sb\aodb.pyo", line 702, in loadAll
File "sb\aodb.pyo", line 467, in load
File "sb\addon.pyo", line 673, in readMetaData
File "sb\addon.pyo", line 822, in readLumpDirectory
struct.error: unpack requires a string argument of length 8
Traceback (most recent call last):
File "snowberry.py", line 25, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "ui.pyo", line 38, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "widgets.pyo", line 37, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\profdb.pyo", line 30, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\profile.pyo", line 27, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\aodb.pyo", line 745, in <module>
File "sb\aodb.pyo", line 702, in loadAll
File "sb\aodb.pyo", line 467, in load
File "sb\addon.pyo", line 673, in readMetaData
File "sb\addon.pyo", line 822, in readLumpDirectory
struct.error: unpack requires a string argument of length 8
Traceback (most recent call last):
File "snowberry.py", line 25, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "ui.pyo", line 38, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "widgets.pyo", line 37, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\profdb.pyo", line 30, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\profile.pyo", line 27, in <module>
File "zipextimporter.pyo", line 82, in load_module
File "sb\aodb.pyo", line 745, in <module>
File "sb\aodb.pyo", line 702, in loadAll
File "sb\aodb.pyo", line 467, in load
File "sb\addon.pyo", line 673, in readMetaData
File "sb\addon.pyo", line 822, in readLumpDirectory
struct.error: unpack requires a string argument of length 8
Comments
In your Doomsday.out, the options contain "jDoom.dll" and "drOpenGL.dll" — these are very outdated filenames for Doomsday 1.13. How exactly did you start Doomsday?
At the moment the recommended way to launch Doomsday is using the included Snowberry frontend.
This could mean that one of your WAD files contained invalid data. Do you for instance happen to have an unusually small WAD file lying around in one of your addon folders?
It would be very helpful to locate the bad WAD file so we can analyze it and apply the correct workaround in Snowberry to handle this situation.
When you installed Doomsday, a "Doomsday Engine" shortcut should have also been created in your Start menu. You can launch the frontend with that shortcut. In fact, I would recommend against starting anything directly from the installation folder.
You shouldn't need to delete any of the custom maps/WADs you have. In the frontend settings, you can select which folders it looks in for addons/maps. Try first removing all the addons folders specified there (under My Addon Folders): (screenshot)