Doomsday.exe crashes on start-up [Intel 4 Series Express]

edited 2014 Jan 10 in Technical Support
When I try to launch Doomsday by clicking on 'Play' in the Engine Frontend 1.6, Windows reports "Doomsday.exe. has stopped working" and later "Data Execution Prevention has closed Doomsday".

A previous version of Doomsday engine worked on the same computer. The problem started when I upgraded to a more recent version of Doomsday a few months ago (foolishly not keeping a copy of the working version). I hope you can help me because I used to enjoy playing Doom in this engine.

My computer is a Dell Inspiron 1545 laptop:

Intel(R) Graphics Media Accelerator Driver for Mobile Report
Report Date: 12/15/2013
Report Time[hr:mm:ss]: 18:57:46
Driver Version: 7.15.10.1637
Operating System: Windows Vista (TM) Home Premium* , Service Pack 2 (6.0.6002)
Default Language: English
DirectX* Version: 10.0
Physical Memory: 3031 MB
Minimum Graphics Memory: 32 MB
Maximum Graphics Memory: 1291 MB
Graphics Memory in Use: 98 MB
Processor: x86 family 6 Model 15 Stepping 13
Processor Speed: 2161 MHZ
Vendor ID: 8086
Device ID: 2A42
Device Revision: 07

Accelerator in Use: Mobile Intel(R) 4 Series Express Chipset Family
Video BIOS: 1706.0
Current Graphics Mode: 1366 by 768 True Color (60 Hz)

Application path: C:\Program Files\Doomsday\Bin\Doomsday.exe
Enabled log entry level: MESSAGE
Created a new 32.0 MB memory volume.
Config::read: Detected new build: 991 => 1006
Executable: Doomsday Engine 1.12.0 (Stable 32-bit #1006) Oct  3 2013 06:45:02.
Command line (13 strings):
  0: ..\Bin\Doomsday.exe
  1: -basedir
  2: C:\Program Files\Doomsday/
  3: -sfxchan
  4: 16
  5: -fullscreen
  6: -notexcomp
  7: -game
  8: doom1-ultimate
  9: -iwad
  10: C:\Program Files\Doom Builder 2\DOOMU.WAD
  11: -userdir
  12: C:\Users\Christopher.Owner-PC\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...
Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
                                                    load library C:\Program Files\
                                                    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:\Program Files\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

Incidentally, C:\Program Files\Doomsday\Bin\plugins\audio_openal.dll does exist on my computer. I have checked. I even renamed 'bin' as 'Bin' in case the file path is being treated as case-sensitive for some bizarre reason.

Please help me if you can.

Comments

  • I can't see anything obviously wrong with the info you've provided. However, you can find the old versions on SourceForge. For instance, here's 1.10.4: http://sourceforge.net/projects/deng/fi ... ne/1.10.4/

    Could you try installing that in a separate folder and seeing if it works? If it does, please post its doomsday.out here as there might be some clues there.
  • What version of Dday did you update from?
    While Dday allows one to upgrade installations; configs and such from older versions of the engine may not actually be compatible with newer versions in all cases. The configs are also shared by all versions of Dday installed on your computer. Hence, Have you tried deleting your profiles and configs from the Doomsday frontend folder?

    Have you in avertedly modified your Iwad (check the timestamp)?
    I believe Dday is more tolerant these days, but historically, it would hang when presented with a modified Iwad.

    The next lines in a non-verbose out file are:
    Joystick_Init: M
    Starting GuiApp event loop...
    Canvas: Gained focus.
    OpenGL information:


    Thus, are you running Dday with a gamepad plugged in these days. Have you upgraded your video card drivers?
  • Thank you for replying so swiftly. The great news is that version 1.10.4 does work. :) I have pasted the output file below, as requested:
    Executable: Doomsday Engine 1.10.4 (Stable 32-bit #939) Jul 28 2013 09:02:44.
    Command line (13 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files\Doomsday1_10_4_0/
      3: -sfxchan
      4: 16
      5: -fullscreen
      6: -notexcomp
      7: -game
      8: doom1-ultimate
      9: -iwad
      10: C:\Program Files\Doom Builder 2\DOOMU.WAD
      11: -userdir
      12: C:\Users\Christopher.Owner-PC\Documents\Doomsday Frontend\runtime/
    Window::initialize: Using Qt window management.
    Initializing plugins...
    Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
                                                        load library C:\Program Files\
                                                        Doomsday1_10_4_0\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:\Program Files\Doomsday1_10_4_0\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
    Starting GuiApp event loop...
    Display mode has changed.
    Canvas: Gained focus.
    OpenGL information:
      Vendor: Intel
      Renderer: Intel Cantiga
      Version: 2.0.0 - Build 7.15.10.1637
      Available Compressed Texture Formats: 6
      Available Texture Units: 8
      Maximum Texture Anisotropy: 2
      Maximum Texture Size: 2048
      Line Width Granularity: 0.5
      Line Width Range: 0.0...7.5
      Extensions:
        GL_EXT_blend_minmax            GL_EXT_blend_subtract         
        GL_EXT_blend_color             GL_EXT_abgr                   
        GL_EXT_texture3D               GL_EXT_clip_volume_hint       
        GL_EXT_compiled_vertex_array   GL_SGIS_texture_edge_clamp    
        GL_SGIS_generate_mipmap        GL_EXT_draw_range_elements    
        GL_SGIS_texture_lod            GL_EXT_rescale_normal         
        GL_EXT_packed_pixels           GL_EXT_separate_specular_color
        GL_ARB_multitexture            GL_EXT_texture_env_combine    
        GL_EXT_bgra                    GL_EXT_blend_func_separate    
        GL_EXT_secondary_color         GL_EXT_fog_coord              
        GL_EXT_texture_env_add         GL_ARB_texture_cube_map       
        GL_ARB_transpose_matrix        GL_ARB_texture_env_add        
        GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays      
        GL_NV_blend_square             GL_ARB_texture_compression    
        GL_3DFX_texture_compression_FX GL_EXT_texture_filter_anisotro
        GL_ARB_texture_border_clamp    GL_ARB_point_parameters       
        GL_ARB_texture_env_combine     GL_ARB_texture_env_dot3       
        GL_ARB_texture_env_crossbar    GL_EXT_texture_compression_s3t
        GL_ARB_shadow                  GL_ARB_window_pos             
        GL_EXT_shadow_funcs            GL_EXT_stencil_wrap           
        GL_ARB_vertex_program          GL_EXT_texture_rectangle      
        GL_ARB_fragment_program        GL_EXT_stencil_two_side       
        GL_ATI_separate_stencil        GL_ARB_vertex_buffer_object   
        GL_EXT_texture_lod_bias        GL_ARB_occlusion_query        
        GL_ARB_fragment_shader         GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_texture_non_power_of_tw
        GL_ARB_vertex_shader           GL_NV_texgen_reflection       
        GL_ARB_point_sprite            GL_EXT_blend_equation_separate
        GL_ARB_depth_texture           GL_ARB_texture_rectangle      
        GL_ARB_draw_buffers            GL_ARB_pixel_buffer_object    
        GL_WIN_swap_hint               GL_EXT_framebuffer_object     
      Extensions (WGL):
        WGL_ARB_buffer_region          WGL_ARB_extensions_string     
        WGL_ARB_make_current_read      WGL_ARB_pixel_format          
        WGL_ARB_pbuffer                WGL_EXT_extensions_string     
        WGL_EXT_swap_control          
    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.
    Initializing Resource subsystem...
    Initializing Texture subsystem...
    Initializing Material subsystem...
    Initializing Binding 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 "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"...
    Loading game resources...
      IWAD identification: 00db003a
    Found an update: 1.12.2 (Build 1036)
    Canvas: Lost focus.
    ^ : Gained focus.
    ^ : Lost focus.
    ^ : Gained focus.
    ^ : Lost focus.
    ^ : Gained focus.
    ^ : Lost focus.
    Display mode has changed.
    Canvas: Gained focus.
    Display mode has changed.
    loadCompositeTextureDefs: Loaded all 125 texture definitions from "C:\Program Files\Doom
                              Builder 2\DOOMU.WAD:(basedir)\TEXTURE1.lmp".
    ^ : Loaded all 162 texture definitions from "C:\Program Files\Doom Builder 2\DOOMU.WAD:
        (basedir)\TEXTURE2.lmp".
    R_InitCompositeTextures: Done in 1.4 seconds.
    R_InitFlatTetxures: Done in 0.012 seconds.
    R_InitSpriteTextures: Completed in 0.84 seconds.
    Parsing primary config "configs\doom\game.cfg"...
    Failed locating image resource for "Particle00".
    Clearing binding context 'global'...
    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 'finale'...
    Clearing binding context 'map-freepan'...
    Clearing binding context 'map'...
    Clearing binding context 'game'...
    Parsing definition files...
    readAllDefinitions: Completed in 0.083 seconds.
    Definitions:
       28 animation groups
        6 composite fonts
        9 finales
        9 lights
       38 map infos
       11 materials
       19 particle generators
        4 skies
       33 songs
      110 sound effects
      138 sprite names
      974 states
       49 surface decorations
      368 text strings
        8 texture environments
      140 things
    buildSprites: Done in 0.02 seconds.
    R_InitSprites: Done in 0.02 seconds.
    Models_Init: Done in 0 seconds.
    Failed locating image resource for "Particle00".
    -----------------------------------------------------------------------------------------
    Ultimate DOOM
    -----------------------------------------------------------------------------------------
    R_DeclarePatch > Wad::cacheLump: Created a new 32.0 MB memory volume.
    Loading Map "E1M1"...
    WadMapConverter: Recognized a Doom format map.
    Building BSP using tunable split factor of 7...
    BSP built: (16:12) 239 Nodes, 240 Leafs, 1204 HEdges, 133 Vertexes.
    BSP built in 0.15 seconds.
    P_PtcInitForMap: Done in 0 seconds.
    Player starting spots:
    - pl0: color 0, spot 0
    
    Map 1: Hangar
    Author: id Software
    
    Picked up an armor bonus.
    Stopping GuiApp event loop
    GuiApp event loop exited with code 0
    Shutting down the console...
    Z_Shutdown: Used 2 volumes, total 67108864 bytes.
    Restoring original display mode due to shutdown.
    Canvas: Lost focus.
    Stopping GuiApp event loop
    

    I also checked the date stamp of the IWAD file I am using, which is DOOMU.WAD 12/06/1996. (The date stamp of my DOOM2.WAD file is 05/04/2009 - I have no idea why!)
  • I also tried 1.11.2, which fails like the latest version:
    Application path: C:\Program Files\Doomsday1_11_2\Bin\Doomsday.exe
    Enabled log entry level: MESSAGE
    Created a new 32.0 MB memory volume.
    Config::read: Detected new build: 939 => 971
    Executable: Doomsday Engine 1.11.2 (Stable 32-bit #971) Aug 29 2013 07:27:56.
    Command line (13 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files\Doomsday1_11_2/
      3: -sfxchan
      4: 16
      5: -fullscreen
      6: -notexcomp
      7: -game
      8: doom1-ultimate
      9: -iwad
      10: C:\Program Files\Doom Builder 2\DOOMU.WAD
      11: -userdir
      12: C:\Users\Christopher.Owner-PC\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...
    Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
                                                        load library C:\Program Files\
                                                        Doomsday1_11_2\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:\Program Files\Doomsday1_11_2\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
    
  • Version 1.11.0 fails slightly later than 1.11.2 (and the screen goes black after the dialogue box appears, before the desktop is redrawn).
    Application path: C:\Program Files\Doomsday1_11_0\Bin\Doomsday.exe
    Enabled log entry level: MESSAGE
    Created a new 32.0 MB memory volume.
    Executable: Doomsday Engine 1.11.0 (Stable 32-bit #933) Jul 22 2013 03:31:10.
    Command line (13 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files\Doomsday1_11_0/
      3: -sfxchan
      4: 16
      5: -fullscreen
      6: -notexcomp
      7: -game
      8: doom1-ultimate
      9: -iwad
      10: C:\Program Files\Doom Builder 2\DOOMU.WAD
      11: -userdir
      12: C:\Users\Christopher.Owner-PC\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...
    Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
                                                        load library C:\Program Files\
                                                        Doomsday1_11_0\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:\Program Files\Doomsday1_11_0\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
    Starting GuiApp event loop...
    
  • I tried to upgrade my graphics driver from Intel's web site but the software refuses to install with a message "The driver being installed is not validated for this computer" although I selected a driver suitable for my chipset (as far as I can tell).
  • mittens wrote:
    OpenGL information:
    Vendor: Intel
    Renderer: Intel Cantiga
    Version: 2.0.0 - Build 7.15.10.1637
    This could be a case of outdated OpenGL drivers. Is this the one you tried to install: https://downloadcenter.intel.com/Detail ... 3&lang=eng

    That page also mentions an Intel Driver Update Utility, have you tried that?
  • Unfortunately the Intel Driver Update Utility says:

    Product Detected Mobile Intel® 4 Series Express Chipset Family
    Current Driver Installed 7.15.10.1637
    "A customized computer manufacturer driver is installed on your computer. The Intel Driver Update Utility is not able to update the driver. Installing a generic Intel driver instead of the customized computer manufacturer driver may cause technical issues. Contact your computer manufacturer for the latest driver for your computer."
  • Well I have forced the Intel installer to update all INF drivers on all available devices even if third party drivers are currently installed and it seems to have done something so let's see what happened...
  • I shall have to give up.

    The setup.exe for Driver Revision: 15.17.19.2869 (Graphics: 8.15.10.2869) says "The driver being installed is not validated for this computer. Please obtain the appropriate driver from the computer manufacturer." I can't see any way to override the check.

    Thanks for your help.
  • edited 2014 Jan 1
    I hate to make this my first post when registering but I recently decided to upgrade from version 1.10.0 that I'd been playing on for a while now and realized that I'm having the same problem. I however WAS able to make sure my drivers were up to date (just did so about 30 minutes ago) and proceeded to install multiple versions. It seems that I'm getting the same problem (same gfx - integrated Intel). I found that the latest version I can run is 1.10.4. I have tried running 1.11.0 and it hangs as soon as it starts up.

    I'm running windows 7 x64 by the way.

    doomsday.out version 1.10.4:
    Executable: Doomsday Engine 1.10.4 (Stable 32-bit #939) Jul 28 2013 09:02:44.
    Command line (13 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: D:\Program Files (x86)\Doomsday1104/
      3: -sfxchan
      4: 16
      5: -notexcomp
      6: -game
      7: doom1-ultimate
      8: -iwad
      9: C:\Users\Hydra\Documents\Doomsday Frontend\IWADs\doom.wad
      10: -wnd
      11: -userdir
      12: C:\Users\Hydra\Documents\Doomsday Frontend\runtime/
    Window::initialize: Using Qt window management.
    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:
      Vendor: Intel
      Renderer: Mobile Intel(R) 4 Series Express Chipset Family
      Version: 2.1.0 - Build 8.15.10.2869
      Available Compressed Texture Formats: 6
      Available Texture Units: 8
      Maximum Texture Anisotropy: 2
      Maximum Texture Size: 4096
      Line Width Granularity: 0.5
      Line Width Range: 0.0...7.5
      Extensions:
        GL_EXT_blend_minmax            GL_EXT_blend_subtract         
        GL_EXT_blend_color             GL_EXT_abgr                   
        GL_EXT_texture3D               GL_EXT_clip_volume_hint       
        GL_EXT_compiled_vertex_array   GL_SGIS_texture_edge_clamp    
        GL_SGIS_generate_mipmap        GL_EXT_draw_range_elements    
        GL_SGIS_texture_lod            GL_EXT_rescale_normal         
        GL_EXT_packed_pixels           GL_EXT_texture_edge_clamp     
        GL_EXT_separate_specular_color GL_ARB_multitexture           
        GL_EXT_texture_env_combine     GL_EXT_bgra                   
        GL_EXT_blend_func_separate     GL_EXT_secondary_color        
        GL_EXT_fog_coord               GL_EXT_texture_env_add        
        GL_ARB_texture_cube_map        GL_ARB_transpose_matrix       
        GL_ARB_texture_env_add         GL_IBM_texture_mirrored_repeat
        GL_EXT_multi_draw_arrays       GL_NV_blend_square            
        GL_ARB_texture_compression     GL_3DFX_texture_compression_FX
        GL_EXT_texture_filter_anisotro GL_ARB_texture_border_clamp   
        GL_ARB_point_parameters        GL_ARB_texture_env_combine    
        GL_ARB_texture_env_dot3        GL_ARB_texture_env_crossbar   
        GL_EXT_texture_compression_s3t GL_ARB_shadow                 
        GL_ARB_window_pos              GL_EXT_shadow_funcs           
        GL_EXT_stencil_wrap            GL_ARB_vertex_program         
        GL_EXT_texture_rectangle       GL_ARB_fragment_program       
        GL_EXT_stencil_two_side        GL_ATI_separate_stencil       
        GL_ARB_vertex_buffer_object    GL_EXT_texture_lod_bias       
        GL_ARB_occlusion_query         GL_ARB_fragment_shader        
        GL_ARB_shader_objects          GL_ARB_shading_language_100   
        GL_ARB_texture_non_power_of_tw GL_ARB_vertex_shader          
        GL_NV_texgen_reflection        GL_ARB_point_sprite           
        GL_EXT_blend_equation_separate GL_ARB_depth_texture          
        GL_ARB_texture_rectangle       GL_ARB_draw_buffers           
        GL_ARB_color_buffer_float      GL_ARB_half_float_pixel       
        GL_ARB_texture_float           GL_ARB_pixel_buffer_object    
        GL_EXT_framebuffer_object      GL_ARB_draw_instanced         
        GL_ARB_half_float_vertex       GL_EXT_draw_buffers2          
        GL_WIN_swap_hint               GL_EXT_texture_sRGB           
        GL_EXT_packed_float            GL_EXT_texture_shared_exponent
        GL_ARB_texture_rg              GL_ARB_texture_compression_rgt
        GL_NV_conditional_render       GL_EXT_texture_swizzle        
        GL_ARB_framebuffer_sRGB        GL_EXT_packed_depth_stencil   
        GL_ARB_depth_buffer_float      GL_EXT_transform_feedback     
        GL_EXT_framebuffer_blit        GL_ARB_vertex_array_object    
      Extensions (WGL):
        WGL_EXT_depth_float            WGL_ARB_buffer_region         
        WGL_ARB_extensions_string      WGL_ARB_make_current_read     
        WGL_ARB_pixel_format           WGL_ARB_pbuffer               
        WGL_EXT_extensions_string      WGL_EXT_swap_control          
        WGL_ARB_pixel_format_float     WGL_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.
    Initializing Resource subsystem...
    Initializing Texture subsystem...
    Initializing Material subsystem...
    Initializing Binding 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 "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"...
    Loading game resources...
      IWAD identification: 00db003a
    loadCompositeTextureDefs: Loaded all 125 texture definitions from "%HOMEPATH%\Documents\
                              Doomsday Frontend\IWADs\doom.wad:(basedir)\TEXTURE1.lmp".
    ^ : Loaded all 162 texture definitions from "%HOMEPATH%\Documents\Doomsday Frontend\IWADs\
        doom.wad:(basedir)\TEXTURE2.lmp".
    R_InitCompositeTextures: Done in 0.72 seconds.
    R_InitFlatTetxures: Done in 0.016 seconds.
    R_InitSpriteTextures: Completed in 0.72 seconds.
    Parsing primary config "configs\doom\game.cfg"...
    Clearing binding context 'global'...
    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 'finale'...
    Clearing binding context 'map-freepan'...
    Clearing binding context 'map'...
    Clearing binding context 'game'...
    Parsing definition files...
    readAllDefinitions: Completed in 0.084 seconds.
    Definitions:
       28 animation groups
        6 composite fonts
        9 finales
        9 lights
       38 map infos
       11 materials
       19 particle generators
        4 skies
       33 songs
      110 sound effects
      138 sprite names
      974 states
       49 surface decorations
      368 text strings
        8 texture environments
      140 things
    buildSprites: Done in 0.02 seconds.
    R_InitSprites: Done in 0.02 seconds.
    Models_Init: Done in 0 seconds.
    Failed locating image resource for "Particle00".
    -----------------------------------------------------------------------------------------
    Ultimate DOOM
    -----------------------------------------------------------------------------------------
    Stopping GuiApp event loop
    GuiApp event loop exited with code 0
    Shutting down the console...
    Z_Shutdown: Used 1 volumes, total 33554432 bytes.
    Restoring original display mode due to shutdown.
    Canvas: Lost focus.
    Stopping GuiApp event loop
    

    doomsday.out version 1.11.0
    Application path: D:\Program Files (x86)\Doomsday1110\Bin\Doomsday.exe
    Enabled log entry level: MESSAGE
    Created a new 32.0 MB memory volume.
    Executable: Doomsday Engine 1.11.0 (Stable 32-bit #933) Jul 22 2013 03:31:10.
    Command line (13 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: D:\Program Files (x86)\Doomsday1110/
      3: -sfxchan
      4: 16
      5: -notexcomp
      6: -game
      7: doom1-ultimate
      8: -iwad
      9: C:\Users\Hydra\Documents\Doomsday Frontend\IWADs\doom.wad
      10: -wnd
      11: -userdir
      12: C:\Users\Hydra\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...
    

    Next post includes latest doomsday.out for 1.13.0 - game crashes instead of freezing/hanging.
  • If you can only play as far at 1.10.4, sounds to me you have Windows XP (1.10.4 is the latest XP-supported version of Doomsday). Is that the case?
  • Oops, sorry, forgot to include that info. I'm running Windows 7 x64. (Editing my previous post now to add more information). I also found that running the latest version 1.13.0 it doesn't hang, but crashes immediately and windows says the problem event name: BEX. Not sure if that is of any use. Here's the doomsday.out for 1.13.0:
    Application path: D:\Program Files (x86)\Doomsday1130\Bin\Doomsday.exe
    Enabled log entry level: MESSAGE
    Created a new 32.0 MB memory volume.
    Config::read: Detected new build: 939 => 1094
    Executable: Doomsday Engine 1.13.0 (Stable 32-bit #1094) Dec 30 2013 10:28:27.
    Command line (13 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: D:\Program Files (x86)\Doomsday1130/
      3: -sfxchan
      4: 16
      5: -notexcomp
      6: -game
      7: doom1-ultimate
      8: -iwad
      9: C:\Users\Hydra\Documents\Doomsday Frontend\IWADs\doom.wad
      10: -wnd
      11: -userdir
      12: C:\Users\Hydra\Documents\Doomsday Frontend\runtime/
    RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/
                  shaders.dei" at path "/data/doomsday.pk3/data/renderer.pack/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.
    
  • I'm also experiencing this BEX-Error on an old IBM ThinkPad X60s with Windows 7 32-bit and the latest Intel graphics driver available for GMA945 (8.15.10.1930).
    Application path: C:\Program Files\Doomsday\Bin\Doomsday.exe
    Enabled log entry level: DEBUG
    Created a new 32.0 MB memory volume.
    Current mode is:
    size: 1024 x 768 x 32, rate: 50.0 Hz, ratio: 4:3
    All available modes:
    size: 320 x 240 x 16, rate: 50.0 Hz, ratio: 4:3
    size: 320 x 240 x 32, rate: 50.0 Hz, ratio: 4:3
    size: 400 x 300 x 16, rate: 50.0 Hz, ratio: 4:3
    size: 400 x 300 x 32, rate: 50.0 Hz, ratio: 4:3
    size: 512 x 384 x 16, rate: 50.0 Hz, ratio: 4:3
    size: 512 x 384 x 32, rate: 50.0 Hz, ratio: 4:3
    size: 640 x 400 x 16, rate: 50.0 Hz, ratio: 16:10
    size: 640 x 400 x 32, rate: 50.0 Hz, ratio: 16:10
    size: 640 x 480 x 16, rate: 50.0 Hz, ratio: 4:3
    size: 640 x 480 x 32, rate: 50.0 Hz, ratio: 4:3
    size: 800 x 600 x 16, rate: 50.0 Hz, ratio: 4:3
    size: 800 x 600 x 32, rate: 50.0 Hz, ratio: 4:3
    size: 1024 x 768 x 16, rate: 50.0 Hz, ratio: 4:3
    size: 1024 x 768 x 32, rate: 50.0 Hz, ratio: 4:3
    FS::refresh > Folder > FS::interpret:
        Interpreted read-only native file "(basedir)\Bin\plugins\audio_directsound.dll" as a
        shared library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\audio_fmod.dll" as a shared
        library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\audio_openal.dll" as a
        shared library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\audio_winmm.dll" as a shared
        library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\dehread.dll" as a shared
        library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\doom.dll" as a shared
        library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\heretic.dll" as a shared
        library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\hexen.dll" as a shared
        library
    ^ : Interpreted read-only native file "(basedir)\Bin\plugins\wadmapconverter.dll" as a
        shared library
    ^ : Interpreted read-only native file "(basedir)\data\doomsday.pk3" as a ZIP format
        archive
    ^ : Interpreted read-only native file "(basedir)\data\jdoom\libdoom.pk3" as a ZIP format
        archive
    ^ : Interpreted read-only native file "(basedir)\data\jheretic\libheretic.pk3" as a ZIP
        format archive
    ^ : Interpreted read-only native file "(basedir)\data\jhexen\libhexen.pk3" as a ZIP
        format archive
    ^ : Interpreted native file "c:\users\thomas\Documents\Doomsday Frontend\runtime\
        persist.pack" as a ZIP format archive
    FS::refresh: Completed in 0.14 seconds.
    ^ : Main FS index has 463 entries
    ^ : Index for type 'class de::ArchiveEntryFile' has 351 entries
    ^ : Index for type 'class de::Folder' has 68 entries
    ^ : Index for type 'class de::LibraryFile' has 9 entries
    ^ : Index for type 'class de::NativeFile' has 30 entries
    ^ : Index for type 'class de::PackageFolder' has 5 entries
    libdeng2::App 2.0.0 (Dev) Build 1100 subsystems initialized.
    Dir: Changing current directory to "c:/users/thomas/Documents/Doomsday Frontend/runtime/"
         succeeded
    Executable: Doomsday Engine 1.13.1 (Stable 32-bit #1100) Jan  5 2014 14:29:06.
    Command line (18 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files\Doomsday/
      3: -file
      4: C:\Program Files\Doomsday\snowberry\addons\TNT31.WAD
      5: -file
      6: C:\Program Files\Doomsday\snowberry\addons\deng-dhtp-20130813.pk3
      7: -sfxchan
      8: 16
      9: -notexcomp
      10: -game
      11: doom2-tnt
      12: -iwad
      13: K:\doom_wads\tnt.wad
      14: -loglevel
      15: debug
      16: -userdir
      17: c:\users\thomas\Documents\Doomsday Frontend\runtime/
    RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/
                  shaders.dei" at path "/data/doomsday.pk3/data/renderer.pack/shaders.dei"
                  (out of archive in read-only native file "(basedir)\data\doomsday.pk3")
    ^ > GLShaderBank: Processed contents:
      debug. __type__: group
             textured. __type__: group
                          alpha. __type__: shader
                                 fragment: 
                                                           uniform sampler2D uTex;
                                                           varying highp vec2 vUV;
                                                           varying highp vec4 vColor;
                                           
                                                           void main(void) {
                                                               highp vec4 col = vColor *
                                                               texture2D(uTex, vUV);
                                                               gl_FragColor = vec4(col.a,
                                                               col.a, col.a, 1.0);
                                                           }
                                   vertex: 
                                                           uniform highp mat4 uMvpMatrix;
                                                           attribute highp vec4 aVertex;
                                                           attribute highp vec2 aUV;
                                                           attribute highp vec4 aColor;
                                                           varying highp vec2 vUV;
                                                           varying highp vec4 vColor;
                                                       
                                                           void main(void) {
                                                               gl_Position = uMvpMatrix *
                                                               aVertex;
                                                               vUV = aUV;
                                                               vColor = aColor;
                                                           }
         fx.   __type__: group
                   blur.   __type__: group
                         horizontal. __type__: shader
                                     fragment: 
                                                               uniform sampler2D uTex;
                                                               uniform highp vec2 uBlurStep;
                                                               varying highp vec2 vUV;
                                                               varying highp vec4 vColor;
                                                               void main(void) {
                                                                   highp vec4 sum = vec4(0.0);
                                                                   
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s - 4.0 *
                                                                   uBlurStep.s, vUV.t)) *
                                                                   0.05;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s - 3.0 *
                                                                   uBlurStep.s, vUV.t)) *
                                                                   0.09;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s - 2.0 *
                                                                   uBlurStep.s, vUV.t)) *
                                                                   0.123;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s - uBlurStep.s, 
                                                                        vUV.t)) * 0.154;
                                                                   sum += texture2D(uTex,
                                                                   vUV)                      
                                                                                * 0.165;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s + uBlurStep.s, 
                                                                        vUV.t)) * 0.154;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s + 2.0 *
                                                                   uBlurStep.s, vUV.t)) *
                                                                   0.123;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s + 3.0 *
                                                                   uBlurStep.s, vUV.t)) *
                                                                   0.09;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s + 4.0 *
                                                                   uBlurStep.s, vUV.t)) *
                                                                   0.05;
                                                                   gl_FragColor = sum;
                                                                   gl_FragColor.a = 1.0;
                                                               }
                                         path. vertex: shaders/blur.vsh
                           vertical. __type__: shader
                                     fragment: 
                                                               uniform sampler2D uTex;
                                                               uniform highp vec2 uBlurStep;
                                                               varying highp vec2 vUV;
                                                               varying highp vec4 vColor;
                                                               void main(void) {
                                                                   highp vec4 sum = vec4(0.0);
                                                                   
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t - 4.0 *
                                                                   uBlurStep.t)) * 0.05;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t - 3.0 *
                                                                   uBlurStep.t)) * 0.09;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t - 2.0 *
                                                                   uBlurStep.t)) * 0.123;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t -
                                                                   uBlurStep.t      )) *
                                                                   0.154;
                                                                   sum += texture2D(uTex,
                                                                   vUV)                      
                                                                                * 0.165;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t +
                                                                   uBlurStep.t      )) *
                                                                   0.154;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t + 2.0 *
                                                                   uBlurStep.t)) * 0.123;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t + 3.0 *
                                                                   uBlurStep.t)) * 0.09;
                                                                   sum += texture2D(uTex,
                                                                   vec2(vUV.s, vUV.t + 4.0 *
                                                                   uBlurStep.t)) * 0.05;
                                                                   gl_FragColor = sum *
                                                                   vColor;
                                                               }
                                         path. vertex: shaders/blur.vsh
             lensflares. __type__: shader
                             path. fragment: shaders/lensflares.fsh
                                     vertex: shaders/lensflares.vsh
                   post.   __type__: group
                         monochrome. __type__: shader
                                     fragment: 
                                                               uniform sampler2D uTex;
                                                               uniform highp float uFadeInOut;
                                                                              
                                                               varying highp vec2 vUV;
                                               
                                                               void main(void) {
                                                                   highp vec4 original =
                                                                   texture2D(uTex, vUV);
                                                                   highp float intens = 
                                                                       (0.2125 * original.r)
                                                                       + 
                                                                       (0.7154 * original.g)
                                                                       + 
                                                                       (0.0721 * original.b);
                                                                       
                                                                   gl_FragColor =
                                                                   vec4(vec3(intens), 1.0);
                                                                   if(uFadeInOut < 1.0) {
                                                                       gl_FragColor =
                                                                       mix(original,
                                                                       gl_FragColor,
                                                                       uFadeInOut);
                                                                   }
                                                               }
                                     inverted. __type__: shader
                                               fragment: 
                                                                         uniform sampler2D
                                                                         uTex;
                                                                         uniform highp float
                                                                         uFadeInOut;         
                                                                               
                                                                         varying highp vec2
                                                                         vUV;
                                                         
                                                                         void main(void) {
                                                                             highp vec4
                                                                             original =
                                                                             texture2D(uTex,
                                                                             vUV);
                                                                             highp float
                                                                             intens = 
                                                                                 (0.2125 *
                                                                                 original.r)
                                                                                 + 
                                                                                 (0.7154 *
                                                                                 original.g)
                                                                                 + 
                                                                                 (0.0721 *
                                                                                 original.b);
                                                                                 
                                                                                 
                                                                             gl_FragColor =
                                                                             vec4(vec3(1.0 -
                                                                             intens), 1.0);
                                                                             if(uFadeInOut <
                                                                             1.0) {
                                                                                 gl_FragColor
                                                                                 =
                                                                                 mix(original
                                                                                 ,
                                                                                 gl_FragColor
                                                                                 ,
                                                                                 uFadeInOut);
                                                                                 
                                                                             }
                                                                         }
                                                 vertex: 
                                                                         uniform highp mat4
                                                                         uMvpMatrix;
                                                                         attribute highp vec4
                                                                         aVertex;
                                                                         attribute highp vec2
                                                                         aUV;
                                                                         varying highp vec2
                                                                         vUV;
                                                                 
                                                                         void main(void) {
                                                                             gl_Position =
                                                                             uMvpMatrix *
                                                                             aVertex;
                                                                             vUV = aUV;
                                                                         }
                                       vertex: 
                                                               uniform highp mat4 uMvpMatrix;
                                                               
                                                               attribute highp vec4 aVertex;
                                                               attribute highp vec2 aUV;
                                                               varying highp vec2 vUV;
                                                       
                                                               void main(void) {
                                                                   gl_Position = uMvpMatrix *
                                                                   aVertex;
                                                                   vUV = aUV;
                                                               }
    generic.     __type__: group
             color_ucolor. __type__: shader
                           fragment: 
                                                 varying highp vec4 vColor;
                                                 
                                                 void main(void) {
                                                     gl_FragColor = vColor;
                                                 }
                             vertex: 
                                                 uniform highp mat4 uMvpMatrix;
                                                 uniform highp vec4 uColor;
                                                 attribute highp vec4 aVertex;
                                                 attribute highp vec4 aColor;
                                                 varying highp vec4 vColor;
                                                 
                                                 void main(void) {
                                                     gl_Position = uMvpMatrix * aVertex;
                                                     vColor = uColor * aColor;
                                                 }
                  texture. __type__: shader
                           fragment: 
                                                 uniform sampler2D uTex;
                                                 varying highp vec2 vUV;
                                     
                                                 void main(void) {
                                                     gl_FragColor = texture2D(uTex, vUV);
                                                 }
                             vertex: 
                                                 uniform highp mat4 uMvpMatrix;
                                                 attribute highp vec4 aVertex;
                                                 attribute highp vec2 aUV;
                                                 varying highp vec2 vUV;
                                             
                                                 void main(void) {
                                                     gl_Position = uMvpMatrix * aVertex;
                                                     vUV = aUV;
                                                 }
                 textured.     __type__: group
                                  color. __type__: shader
                                         fragment: 
                                                                   uniform sampler2D uTex;
                                                                   varying highp vec2 vUV;
                                                                   varying highp vec4 vColor;
                                                                   
                                                   
                                                                   void main(void) {
                                                                       gl_FragColor = vColor *
                                                                       texture2D(uTex, vUV);
                                                                   }
                                           vertex: 
                                                                   uniform highp mat4
                                                                   uMvpMatrix;
                                                                   attribute highp vec4
                                                                   aVertex;
                                                                   attribute highp vec2 aUV;
                                                                   attribute highp vec4
                                                                   aColor;
                                                                   varying highp vec2 vUV;
                                                                   varying highp vec4 vColor;
                                                                   
                                                               
                                                                   void main(void) {
                                                                       gl_Position =
                                                                       uMvpMatrix * aVertex;
                                                                       vUV = aUV;
                                                                       vColor = aColor;
                                                                   }
                           color_ucolor. __type__: shader
                                         fragment: 
                                                                   uniform sampler2D uTex;
                                                                   varying highp vec2 vUV;
                                                                   varying highp vec4 vColor;
                                                                   
                                                   
                                                                   void main(void) {
                                                                       gl_FragColor = vColor *
                                                                       texture2D(uTex, vUV);
                                                                   }
                                           vertex: 
                                                                   uniform highp mat4
                                                                   uMvpMatrix;
                                                                   uniform highp vec4 uColor;
                                                                   
                                                                   attribute highp vec4
                                                                   aVertex;
                                                                   attribute highp vec2 aUV;
                                                                   attribute highp vec4
                                                                   aColor;
                                                                   varying highp vec2 vUV;
                                                                   varying highp vec4 vColor;
                                                                   
                                                               
                                                                   void main(void) {
                                                                       gl_Position =
                                                                       uMvpMatrix * aVertex;
                                                                       vUV = aUV;
                                                                       vColor = aColor *
                                                                       uColor;
                                                                   }
         vr.   __type__: group
             oculusrift. __type__: group
                           barrel. __type__: shader
                                       path. fragment: shaders/oculusrift-barrel.fsh
                                     vertex: 
                                                             #version 120
                                                             attribute highp vec4 aVertex;
                                                             attribute highp vec2 aUV;
                                                             varying highp vec2 vTexCoord;
                                                             void main() {
                                                                 gl_Position = aVertex;
                                                                 vTexCoord = aUV;
                                                             }
    RenderSystem > ImageBank: Processed contents:
    fx. lensflares. __type__: group
                       burst. __type__: image
                                  path: graphics/flares/h-burst.png
                      circle. __type__: image
                                  path: graphics/flares/circle.png
                    exponent. __type__: image
                                  path: graphics/flares/exponent.png
                        halo. __type__: image
                                  path: graphics/flares/halo.png
                        ring. __type__: image
                                  path: graphics/flares/ring.png
                        star. __type__: image
                                  path: graphics/flares/star.png
    RuleBank: Processed contents:
                  UNIT: 4
              __file__: /data/doomsday.pk3/data/defaultstyle.pack/rules.dei
       coloradjustment. __type__: group
                          slider. __type__: rule
                                  constant: 299.2
               console.    __type__: group
                        commandline. __type__: group
                                        width. max. __type__: rule
                                                    constant: 300
                                               min. __type__: rule
                                                    constant: 100
                              width. __type__: rule
                                     constant: 500
                dialog. __type__: group
                           about. width. __type__: rule
                                         constant: 320
                        download. width. __type__: rule
                                         constant: 460
                             gap. __type__: rule
                                  constant: 8
                         message. width. __type__: rule
                                         constant: 460
              document. __type__: group
                        progress. __type__: rule
                                  constant: 120
                editor.   __type__: group
                        completion. height. __type__: rule
                                            constant: 400
         gameselection. __type__: group
                             max. height. __type__: rule
                                          constant: 600
                                   width. __type__: rule
                                          constant: 800
                   gap. __type__: rule
                        constant: 12
                  glow. __type__: rule
                        constant: 100
              halfunit. __type__: rule
                        constant: 2
                 label. __type__: group
                             gap. __type__: rule
                                  constant: 6
              progress. __type__: group
                         textgap. __type__: rule
                                  constant: 12
    rendererappearance. __type__: group
                           width. __type__: rule
                                  constant: 400
            scrollarea. bar. __type__: rule
                             constant: 4
               sidebar. __type__: group
                           width. __type__: rule
                                  constant: 320
                slider. __type__: group
                          editor. __type__: rule
                                  constant: 80
                           label. __type__: rule
                                  constant: 36
                           width. __type__: rule
                                  constant: 220
                  unit. __type__: rule
                        constant: 4
    FontBank > ClientApp: Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/
                                       OpenSans-Regular.ttf
    ^ : Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/OpenSans-Bold.ttf
    ^ : Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/OpenSans-Italic.ttf
    ^ : Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/OpenSans-BoldItalic.ttf
    FontBank: Processed contents:
          App: audienceForGameChange: [ ]
                          gamePlugin: (Function 0x91af28 ())
                            loadFont: (Function 0x91af50 (fileName))
         Path: fileNamePath: (Function 0xa0f528 (path))
      Version:    BUILD: 1100
               CPU_BITS: 32
                  DEBUG: False
                     OS: windows
                 STABLE: True
                   TEXT: 2.0.0 (Dev) Build 1100
                VERSION: [ 2, 0, 0, 1100 ]
     __file__: /data/doomsday.pk3/data/defaultstyle.pack/fonts.dei
       choice. __type__: group
               selected. __inherit__: default
                            __type__: font
                              family: Open Sans
                                size: 12pt
                               style: normal
                              weight: bold
      default. __type__: font
                 family: Open Sans
                   size: 12pt
                  style: normal
                 weight: normal
       editor.  __type__: group
                    hint. __inherit__: default
                             __type__: font
                               family: Open Sans
                                 size: 12pt
                                style: italic
                               weight: light
               plaintext. __inherit__: default
                             __type__: font
                               family: Open Sans
                                 size: 12pt
                                style: normal
                               weight: normal
      fontDir: /data/doomsday.pk3/data/defaultstyle.pack/fonts
          gui:   __file__: /modules/gui.de
               colorAlpha: (Function 0x4fd5ba0 (colorVector, alpha))
                 colorMix: (Function 0x4fd5510 (a, b, amount))
                    scale: (Function 0x4fd5060 (value, factor))
      heading. __inherit__: title
                  __type__: font
                    family: Open Sans
                      size: 14pt
                     style: normal
                    weight: light
          log. __type__: group
                 normal. __inherit__: default
                            __type__: font
                              family: Open Sans
                                size: 12pt
                               style: normal
                              weight: normal
    monospace. __inherit__: default
                  __type__: font
                    family: Courier New
                      size: 10pt
                     style: normal
                    weight: normal
    separator. __type__: group
                  empty. __inherit__: default
                            __type__: font
                              family: Open Sans
                                size: 6pt
                               style: normal
                              weight: normal
                  label. __inherit__: default
                            __type__: font
                              family: Open Sans
                                size: 9pt
                               style: normal
                              weight: bold
       slider. __type__: group
                  label. __inherit__: default
                            __type__: font
                              family: Open Sans
                                size: 9pt
                               style: normal
                              weight: normal
                  value. __inherit__: slider.label
                            __type__: font
                              family: Open Sans
                                size: 9pt
                               style: normal
                              weight: bold
        style: BoldItalic
        title. __inherit__: default
                  __type__: font
                    family: Open Sans
                      size: 21pt
                     style: normal
                    weight: light
    ColorBank: Processed contents:
       Version:    BUILD: 1100
                CPU_BITS: 32
                   DEBUG: False
                      OS: windows
                  STABLE: True
                    TEXT: 2.0.0 (Dev) Build 1100
                 VERSION: [ 2, 0, 0, 1100 ]
      __file__: /data/doomsday.pk3/data/defaultstyle.pack/colors.dei
        accent. __type__: color
                     rgb: [ 1.0, 0.8, 0.4 ]
    background. __type__: color
                     rgb: [ 0.0, 0.0, 0.0, 0.75 ]
        choice. __type__: group
                   popup. __type__: color
                               rgb: [ 0.0, 0.0, 0.0, 1 ]
        dialog.   __type__: group
                background. __type__: color
                                 rgb: [ 0.0, 0.0, 0.0, 0.9 ]
                   default. __type__: color
                                 rgb: [ 1, 0.88, 0.64, 1 ]
      document.  __type__: group
                   accent. __type__: color
                                rgb: [ 1.0, 0.8, 0.4 ]
                dimaccent. __type__: color
                                rgb: [ 0.85, 0.68, 0.34 ]
                   dimmed. __type__: color
                                rgb: [ 0.5, 0.5, 0.5 ]
                highlight. __type__: color
                                rgb: [ 0.0, 0.0, 0.0 ]
                   normal. __type__: color
                                rgb: [ 0.2, 0.2, 0.2, 1 ]
        editor. __type__: group
                  cursor. __type__: color
                               rgb: [ 1.0, 0.8, 0.4, 0.7 ]
                    hint. __type__: color
                               rgb: [ 1, 0.88, 0.64, 1 ]
          glow. __type__: color
                     rgb: [ 1.0, 1.0, 1.0, 0.14 ]
           gui:   __file__: /modules/gui.de
                colorAlpha: (Function 0x4fd5ba0 (colorVector, alpha))
                  colorMix: (Function 0x4fd5510 (a, b, amount))
                     scale: (Function 0x4fd5060 (value, factor))
      inverted.   __type__: group
                    accent. __type__: color
                                 rgb: [ 0.5, 0.4, 0.2 ]
                background. __type__: color
                                 rgb: [ 1.0, 1.0, 1.0, 0.75 ]
                      glow. __type__: color
                                 rgb: [ 0.0, 0.0, 0.0, 0.15 ]
                      text. __type__: color
                                 rgb: [ 0.0, 0.0, 0.0 ]
         label.  __type__: group
                   accent. __type__: color
                                rgb: [ 1.0, 0.8, 0.4 ]
                dimaccent. __type__: color
                                rgb: [ 0.85, 0.68, 0.34 ]
                   dimmed. __type__: color
                                rgb: [ 0.72, 0.72, 0.68 ]
                highlight. __type__: color
                                rgb: [ 1.0, 1.0, 1.0 ]
           log.  __type__: group
                   accent. __type__: color
                                rgb: [ 1.0, 0.8, 0.4 ]
                dimaccent. __type__: color
                                rgb: [ 0.85, 0.68, 0.34 ]
                   dimmed. __type__: color
                                rgb: [ 0.65, 0.65, 0.62 ]
                highlight. __type__: color
                                rgb: [ 1.0, 1.0, 1.0 ]
                   normal. __type__: color
                                rgb: [ 0.85, 0.85, 0.8 ]
         popup. __type__: group
                    info.   __type__: group
                          background. __type__: color
                                           rgb: [ 1.0, 1.0, 1.0 ]
                                glow. __type__: color
                                           rgb: [ 0.0, 0.0, 0.0, 0.15 ]
      progress. __type__: group
                    dark. __type__: group
                            shadow. __type__: color
                                         rgb: [ 1.0, 1.0, 1.0, 0.54 ]
                             wheel. __type__: color
                                         rgb: [ 0.0, 0.0, 0.0, 0.25 ]
                   light. __type__: group
                            shadow. __type__: color
                                         rgb: [ 0.0, 0.0, 0.0, 0.45 ]
                             wheel. __type__: color
                                         rgb: [ 1.0, 1.0, 1.0, 0.25 ]
          text. __type__: color
                     rgb: [ 1.0, 1.0, 1.0 ]
    textaccent. __type__: color
                     rgb: [ 1, 0.88, 0.64, 1 ]
    ImageBank: Processed contents:
       audio. __type__: image
                  path: graphics/audio.png
     display. __type__: image
                  path: graphics/display.png
       gauge. __type__: image
                  path: graphics/gauge.png
        gear. __type__: image
                  path: graphics/gear.png
       input. __type__: image
                  path: graphics/input.png
        logo. __type__: group
                  game.   __type__: group
                           libdoom. __type__: image
                                        path: graphics/game-libdoom.png
                        libheretic. __type__: image
                                        path: graphics/game-libheretic.png
                          libhexen. __type__: image
                                        path: graphics/game-libhexen.png
                 px128. __type__: image
                            path: graphics/deng-logo-128.png
                 px256. __type__: image
                            path: graphics/deng-logo-256.png
                 px512. __type__: image
                            path: graphics/deng-logo-512.png
     network. __type__: image
                  path: graphics/network.png
    progress. __type__: group
                  gear. __type__: image
                            path: graphics/progress-gear.png
                  mini. __type__: image
                            path: graphics/progress-mini.png
                 wheel. __type__: image
                            path: graphics/progress-wheel.png
    renderer. __type__: image
                  path: graphics/renderer.png
      toggle. __type__: group
                 onoff. __type__: image
                            path: graphics/toggle-onoff.png
     updater. __type__: image
                  path: graphics/updater.png
          vr. __type__: image
                  path: graphics/vr.png
      window.   __type__: group
              background. __type__: image
                              path: graphics/background.jpg
              borderglow. __type__: image
                              path: graphics/borderglow.png
                  cursor. __type__: image
                              path: graphics/mouse.png
                    icon. __type__: image
                              path: graphics/window.png
    DefaultGLFormat: vsync on
    ^ : multisampling on (4 samples)
    ^ : Applying new format...
    Initializing plugins...
      (id:1) dehread
      (id:2) doom
      (id:3) heretic
      (id:4) hexen
      (id:5) wadmapconverter
    Canvas: swap interval: 1
    ^ : multisample: true
    Clearing State::Maximized
    Centering window with size (716, 537)
    Setting window geometry to [(154, 115)->(870, 652) size:(716, 537)]
    Window icon: (basedir)\data\graphics\doomsday.ico
    Bank: "gap" loaded
    ^ : "label.gap" loaded
    ^ : "label.highlight" loaded
    ^ : "label.dimmed" loaded (waited 0.001 seconds)
    ^ : "label.accent" loaded
    ^ : "label.dimaccent" loaded
    

    I remember that I played Doom using an older version of Doomsday some years ago. If I can help you in some way, please let me know.
Sign In or Register to comment.