Two new problems
Not sure if this is the right place since they both pertain to Doom, but also are specific Doomsday issues.
First problem: Got my first segmentation violation. It happened when I was testing something by disabling add-ons and then loading a saved game in Doom 2 made with the add-ons enabled. I can start a new game fine, but if that save is loaded with the add-ons off, it crashes. Here are the details:
Second problem: Epic FPS drop and (almost) crash in Doom 2's MAP 16 Suburbs. Not sure if it's add-on related, but it's there for sure. Not sure at all what triggers it, but it's incredibly obnoxious. Starting the level out I get a constant 125-ish FPS. In the heat of the massive FPS drop, it got down to 0.1 FPS. Not joking. I haven't done enough testing, but it could have something to do with the onslaught of Mancubi, Cacodemons, and Imps inside the rectangular room down from the acid pool. Triggering or not triggering them to spawn into the map has seemingly no effect. However, it seems less laggy if they are activated. It also has stopped before but I never got back to a constant 125 FPS.
For the record, here are my add-ons loaded:
deng-dhtp-20130813.pk3 (high resolution textures)
jdep-all-slide-skyboxes-20100401.pk3 (skyboxes)
jdmu-all-remix-Sycraft-v4.pk3 (high quality music)
jdrp101+11a+fixes.pk3 (resource pack)
jdui-all-20120223.pk3 (high resolution user interface and HUD)
pk-doom-sfx-20100109.pk3 (high quality sounds)
Without ANY add-ons loaded, it did NOT happen.
Starting a new game and then IDCLEV 16 and playing as normal WITH the add-ons loaded, it did NOT happen again.
Strange.
First problem: Got my first segmentation violation. It happened when I was testing something by disabling add-ons and then loading a saved game in Doom 2 made with the add-ons enabled. I can start a new game fine, but if that save is loaded with the add-ons off, it crashes. Here are the details:
Application path: D:\Games\Doomsday\Bin\Doomsday.exe
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 32-bit #1036) Nov 2 2013 14:49:23.
Command line (13 strings):
0: ..\Bin\Doomsday.exe
1: -basedir
2: D:\Games\Doomsday/
3: -sfxchan
4: 16
5: -nowsk
6: -notexcomp
7: -game
8: doom2
9: -iwad
10: D:\Games\ZDoom\DOOM2.WAD
11: -userdir
12: C:\Users\Chris\Documents\Doomsday Frontend\runtime/
Windows system keys disabled.
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 D:\Games\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 D:\Games\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
Starting GuiApp event loop...
Canvas: Gained focus.
OpenGL information:
Version: 4.3.12614 Compatibility Profile Context 13.250.18.0
Renderer: AMD Radeon R9 200 Series
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:
blend_minmax_factor, conservative_depth, debug_output, depth_clamp_separate,
draw_buffers_blend, interleaved_elements, multi_draw_indirect, name_gen_delete,
performance_monitor, pinned_memory, query_buffer_object, sample_positions,
seamless_cubemap_per_texture, shader_atomic_counter_ops, shader_stencil_export,
shader_stencil_value_export, shader_trace, shader_trinary_minmax, sparse_texture,
stencil_operation_extended, texture_cube_map_array, texture_texture4,
transform_feedback3_lines_triangles, transform_feedback4, vertex_shader_layer,
vertex_shader_viewport_index
AMDX extensions:
debug_output
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, 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,
query_buffer_object, sample_shading, sampler_objects, seamless_cube_map,
seamless_cubemap_per_texture, 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_mirror_clamp_to_edge, 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, 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_10f_11f_11f_rev, 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, depth_bounds_test, 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
Sfx_InitChannels: 16 channels.
Initializing Resource subsystem...
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 "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: 0109bd24
loadCompositeTextureDefs: Loaded all 428 texture definitions from "D:\Games\ZDoom\
DOOM2.WAD:(basedir)\TEXTURE1.lmp".
R_InitCompositeTextures: Completed in 0.24 seconds.
R_InitFlatTetxures: Completed in 0.008 seconds.
R_InitSpriteTextures: Completed in 0.36 seconds.
Parsing primary config "configs\doom\game.cfg"...
B_BindCommand: Deleting binding 39, it has been overridden by binding 113.
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 0.03 seconds.
Canvas: Lost focus.
^ : Gained focus.
Definitions:
30 animation groups
6 composite fonts
11 finales
9 lights
33 map infos
11 materials
27 particle generators
3 skies
36 songs
110 sound effects
138 sprite names
974 states
51 surface decorations
368 text strings
11 texture environments
140 things
buildSprites: Completed in 0.013 seconds.
R_InitSprites: Completed in 0.013 seconds.
Models_Init: Completed in 0.00 seconds.
Failed locating image resource for "Particle00".
DOOM 2: Hell on Earth
Loading map "MAP16"...
World::loadMap > WadMapConverter: Recognized a Doom format map.
Map: Pruned 129 vertexes (0 equivalents, 129 unused).
^ : Geometry bounds:[(-2624, -2240)->(2176, 2624) size:(4800, 4864)]
^ : Line blockmap dimensions:(38, 39)
^ : BSP built: 458 Nodes, 459 Leafs, 2250 Segments and 326 Vertexes.
Tree balance is 11:12.
^ : BSP built in 0.062 seconds.
^ : Mobj blockmap dimensions:(38, 39)
^ : Polyobj blockmap dimensions:(38, 39)
^ : BSP leaf blockmap dimensions:(38, 39)
Current map elements:
951 Vertexes
778 Lines
0 Polyobjs
142 Sectors
458 BSP Nodes
459 BSP Leafs
Map::initNodePiles: Completed in 0 seconds.
P_PtcInitForMap: Completed in 0 seconds.
Map::initSkyFix: Completed in 0 seconds.
Precaching completed in 0.61 seconds.
Rend_RadioInitForMap: Completed in 0.001 seconds.
Map::initBias: Completed in 0 seconds.
Sector #8 is unclosed near (1280, 112).
Map 16: Suburbs
Author: id Software
Map::initSkyFix: Completed in 0 seconds.
Segmentation Violation
Restoring original display mode due to shutdown.
Canvas: Lost focus.
Second problem: Epic FPS drop and (almost) crash in Doom 2's MAP 16 Suburbs. Not sure if it's add-on related, but it's there for sure. Not sure at all what triggers it, but it's incredibly obnoxious. Starting the level out I get a constant 125-ish FPS. In the heat of the massive FPS drop, it got down to 0.1 FPS. Not joking. I haven't done enough testing, but it could have something to do with the onslaught of Mancubi, Cacodemons, and Imps inside the rectangular room down from the acid pool. Triggering or not triggering them to spawn into the map has seemingly no effect. However, it seems less laggy if they are activated. It also has stopped before but I never got back to a constant 125 FPS.
For the record, here are my add-ons loaded:
deng-dhtp-20130813.pk3 (high resolution textures)
jdep-all-slide-skyboxes-20100401.pk3 (skyboxes)
jdmu-all-remix-Sycraft-v4.pk3 (high quality music)
jdrp101+11a+fixes.pk3 (resource pack)
jdui-all-20120223.pk3 (high resolution user interface and HUD)
pk-doom-sfx-20100109.pk3 (high quality sounds)
Without ANY add-ons loaded, it did NOT happen.
Starting a new game and then IDCLEV 16 and playing as normal WITH the add-ons loaded, it did NOT happen again.
Strange.
Comments
You've mentioned in another thread that models and/or hi-res textures cause performance issues on your computer.
Have you tried turning one or both of them off specifically? What are your system specs? It is my understanding that new video cards in the 'AMD Radeon R9 200 Series' are still made suggesting a modern-ish video card.
Hence, it could be the standard ram meaning Dday is constantly having to re-load textures and such?
Certainly though, the Blue Key trap on Map16 of Doom2 is one of the largest battles in the game.
Anyway, make that three problems, lol. Was just playing and all of a sudden: crash.
Application terminated due to exception:
Uncaught exception during loop iteration:
[MissingClusterError] (BspLeaf::cluster) No sector cluster is attributed.
Historically, this didn't cause any issue as everything else to do with dlights was fast enough to cover that Dday did this and maps were generally smaller in size.
However, sometime in the 1.9 series, a new clipping algorithm for dlights was added, which means they don't bleed through walls they shouldn't anywhere near as much as they use to (though Dday always did a far better job at this than other ports), but is notably more performance intensive.
I once had a discussion with Deng team that it was causing a 300-400% (IIRC) on my old maps that used ton's of dlights.
Dday is simply not the most optimized port for modern computers currently (i.e some of Dday's code was designed for far older hardware and modern hardware does things somewhat differently). In fact, it's performance is downright awful in some setups compared to other ports, though Dday is one of the most graphically advanced ports.
A huge amount of effort is going on under the hood to change this, but a couple of bottlenecks that have yet to be addressed, mean that the general user can't yet see most, if not near all of the improvements from this.
That said, I can run Doom2 Map16 without any add-ons at top speed on my computer; your posts do perhaps imply a bottleneck of some sort on your computer's performance, that Doom2 Map16 may simply be exaggerating.
On another note, I'm sure Deng team would love to know where and what you were doing to get that '[MissingClusterError] (BspLeaf::cluster) No sector cluster is attributed.' crash. Though it may have since been fixed in the latest unstable builds:
http://dengine.net/builds.
Obviously though, unstable builds may have issues due to featuring WIP code.
Without any add-ons, I can certainly handle Map 16 just fine. I can play the Holy Hell WAD with no frame drop (if you're not sure what that is just YouTube it). It has to be a specific Dday issue. I'm no programming or code guru so I'm not sure what I'm looking at but I know it's something the engine doesn't like.
Well I was on Suburbs with all my add-ons listed above loaded. Was at the end of the level at the black cubes where about two dozen Imps come out and was shooting at them from below with the Chaingun and boom. Crashed.
Now, take off the resource pack and shoot the same wall with the same weapon, no crash.
This resource pack has some kind of problem with it. It's a shame too, because it has much better models and some better advancements. Looks like I'm going back to the other resource pack featured on the add-ons page.
Here is the details of the crash mentioned above:
It's up to yourself if you delete the older version or not.
Hope it fixes your problem.
For some reason I thought the "auto-update" just overwrote the previous version with the new version and did not erase the old version first, however, I would hope that the Deng team would keep it from doing that if it would not work for the correct reasons you gave.
However, with that said your way is definitely the safest way to update Doomsday under all conditions my recommendation may only work if I am correct about there not being any changes since his last update that might lead to functional problems with Doomsday.
However, Snowberry on Windows Vista and higher (I can't speak for Linux and Mac), by default stores and looks for add-ons, save games and config files in the OS's documents folder. All instances of Snowberry on your computer then use and share these.
Doomsday itself also has command line option where you can point it to a folder. You can naturally point every version of Doomsday on your computer to the same folder.