Invulnerability powerup gives pure silver/grey screen

edited 2014 Nov 1 in Technical Support
Hello,

Deng 1.14.1
Ubuntu 14.04 LTS
AMD Radeon HD 8670M

Everything seems to be working fine except when I get the invulnerability orb - then the whole game area goes a flat bright silver/grey with no distinguishing features visible at all. Usually, it does not recover after the time expires, just goes to pitch black screen and Deng has to be restarted. Searched here, nothing similar. Doomsday.out -
Application path: /usr/bin/doomsday
Created a new 32.0 MB memory volume.
Config::read: modules/Config matches version [ 2, 0, 0, 1212 ]
Executable: Doomsday Engine 1.14.1 (Stable 64-bit #1212) Apr 27 2014 08:36:32
Command line options:
  0: doomsday
  1: -sfxchan
  2: 16
  3: -notexcomp
  4: -game
  5: doom1-ultimate
  6: -iwad
  7: /media/<path>/doom_wads/Doom.wad
  8: -userdir
  9: /home/<path>/.doomsday/runtime/
RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/
              shaders.dei" [path "/data/doomsday.pk3/data/renderer.pack/shaders.dei"]
              from archive in read-only "(basedir)/data/doomsday.pk3"
Joystick_Init: No joysticks found
OpenGL 3.0 supported
Sys_GLInitialize: OpenGL information:
  Version:  3.0 Mesa 10.2.0-devel
  Renderer: Mesa DRI Intel(R) Haswell Mobile 
  Vendor:   Intel Open Source Technology Center
Capabilities:
  Compressed texture formats: 5
  Available texture units:    8
  Maximum texture anisotropy: 16
  Maximum texture size:       8192
  Line width granularity:     0.5
  Line width range:           1...5
^ : OpenGL Extensions:
^ :     3DFX extensions:
        texture_compression_FXT1
^ :     AMD extensions:
        conservative_depth, draw_buffers_blend, seamless_cubemap_per_texture,
        shader_trinary_minmax
^ :     ANGLE extensions:
        texture_compression_dxt3, texture_compression_dxt5
^ :     APPLE extensions:
        packed_pixels, vertex_array_object, object_purgeable
^ :     ARB extensions:
        multisample, point_parameters, framebuffer_sRGB, multitexture, texture_cube_map,
        texture_env_add, transpose_matrix, texture_border_clamp, texture_compression,
        depth_texture, occlusion_query, shadow, texture_env_combine,
        texture_env_crossbar, texture_env_dot3, texture_mirrored_repeat, window_pos,
        draw_buffers, fragment_program, fragment_shader, shader_objects, vertex_program,
        vertex_shader, depth_clamp, fragment_program_shadow, half_float_pixel,
        occlusion_query2, point_sprite, shading_language_100, sync,
        texture_non_power_of_two, vertex_buffer_object, color_buffer_float,
        pixel_buffer_object, texture_compression_rgtc, texture_float, texture_rectangle,
        framebuffer_object, vertex_array_object, copy_buffer, depth_buffer_float,
        draw_instanced, half_float_vertex, instanced_arrays, map_buffer_range,
        texture_rg, texture_swizzle, vertex_array_bgra, ES2_compatibility,
        blend_func_extended, debug_output, draw_buffers_blend, draw_elements_base_vertex,
        explicit_attrib_location, fragment_coord_conventions, provoking_vertex,
        sample_shading, sampler_objects, seamless_cube_map, shader_texture_lod,
        texture_cube_map_array, texture_gather, texture_multisample, texture_query_lod,
        texture_rgb10_a2ui, uniform_buffer_object, vertex_type_2_10_10_10_rev,
        get_program_binary, robustness, shader_bit_encoding, timer_query,
        conservative_depth, internalformat_query, map_buffer_alignment,
        shader_atomic_counters, shading_language_420pack, shading_language_packing,
        texture_storage, ES3_compatibility, clear_buffer_object, invalidate_subdata,
        texture_query_levels, texture_storage_multisample, texture_view,
        vertex_attrib_binding, buffer_storage, texture_mirror_clamp_to_edge,
        vertex_type_10f_11f_11f_rev
^ :     ATI extensions:
        envmap_bumpmap, draw_buffers, texture_env_combine3, texture_float,
        blend_equation_separate, separate_stencil
^ :     EXT extensions:
        abgr, bgra, blend_color, blend_minmax, blend_subtract, copy_texture,
        polygon_offset, subtexture, texture_object, vertex_array, compiled_vertex_array,
        texture, texture3D, draw_range_elements, packed_pixels, point_parameters,
        rescale_normal, separate_specular_color, texture_edge_clamp, framebuffer_sRGB,
        blend_func_separate, fog_coord, multi_draw_arrays, secondary_color,
        texture_env_add, texture_filter_anisotropic, texture_lod_bias,
        framebuffer_object, texture_compression_s3tc, texture_env_combine,
        texture_env_dot3, stencil_two_side, texture_cube_map, shadow_funcs, stencil_wrap,
        blend_equation_separate, packed_float, pixel_buffer_object,
        texture_compression_dxt1, texture_compression_rgtc, texture_rectangle,
        texture_sRGB, texture_shared_exponent, framebuffer_blit, framebuffer_multisample,
        packed_depth_stencil, draw_buffers2, draw_instanced, gpu_program_parameters,
        texture_array, texture_integer, texture_sRGB_decode, timer_query,
        separate_shader_objects, texture_swizzle, vertex_array_bgra, provoking_vertex,
        texture_snorm, framebuffer_multisample_blit_scaled, transform_feedback,
        shader_integer_mix
^ :     IBM extensions:
        rasterpos_clip, multimode_draw_arrays, texture_mirrored_repeat
^ :     INGR extensions:
        blend_func_separate
^ :     KHR extensions:
        debug
^ :     MESA extensions:
        window_pos, pack_invert, texture_signed_rgba
^ :     NV extensions:
        blend_square, light_max_exponent, texgen_reflection, texture_env_combine4,
        packed_depth_stencil, texture_rectangle, depth_clamp, primitive_restart,
        conditional_render
^ :     OES extensions:
        read_format, EGL_image
^ :     S3 extensions:
        s3tc
^ :     SGIS extensions:
        generate_mipmap, texture_border_clamp, texture_edge_clamp, texture_lod
^ :     SUN extensions:
        multi_draw_arrays
^ :   Extensions (GLX):
^ :     GLX extensions:
        ARB_create_context, ARB_create_context_profile, ARB_create_context_robustness,
        ARB_fbconfig_float, ARB_framebuffer_sRGB, ARB_get_proc_address, ARB_multisample,
        EXT_import_context, EXT_visual_info, EXT_visual_rating, EXT_framebuffer_sRGB,
        EXT_create_context_es2_profile, MESA_copy_sub_buffer,
        MESA_multithread_makecurrent, MESA_query_renderer, MESA_swap_control,
        OML_swap_method, OML_sync_control, SGI_make_current_read, SGI_swap_control,
        SGI_video_sync, SGIS_multisample, SGIX_fbconfig, SGIX_pbuffer,
        SGIX_visual_select_group, EXT_texture_from_pixmap, INTEL_swap_event
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
Audio configuration:
  CD:    FMOD/CD
  Music: FluidSynth/Ext (MIDI only)
  Music: FMOD/Ext
  SFX:   FMOD
Initialized 16 sound effect channels
User-supplied IWAD path: "/media/<path>/doom_wads/"
Locating "HACX - Twitch 'n Kill"...
 ! hacx.wad: missing 
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Chex(R) Quest"...
 ! chex.wad: missing 
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Final DOOM: TNT: Evilution"...
 - tnt.wad: "/media/<path>/doom_wads/tnt.wad"
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Playable
Locating "Final DOOM: The Plutonia Experiment"...
 - plutonia.wad: "/media/<path>/doom_wads/
                 plutonia.wad"
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Playable
Locating "DOOM 2: Hell on Earth"...
 - doom2.wad or doom2f.wad: "/media/<path>/
                            doom_wads/Doom2.wad"
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Playable
Locating "Ultimate DOOM"...
 - doom.wad or doomu.wad: "/media/<path>/doom_wads/
                          Doom.wad"
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Playable
Locating "DOOM Registered"...
 - doom.wad: "/media/<path>/doom_wads/Doom.wad"
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Playable
Locating "DOOM Shareware"...
 ! doom1.wad: missing 
 - libdoom.pk3: "(basedir)/data/jdoom/libdoom.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Doom 64"...
 ! doom64.wad: missing 
 - libdoom64.pk3: "(basedir)/data/jdoom64/libdoom64.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Heretic: Shadow of the Serpent Riders"...
 ! heretic.wad: missing 
 - libheretic.pk3: "(basedir)/data/jheretic/libheretic.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Heretic Registered"...
 ! heretic.wad: missing 
 - libheretic.pk3: "(basedir)/data/jheretic/libheretic.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Heretic Shareware"...
 ! heretic1.wad: missing 
 - libheretic.pk3: "(basedir)/data/jheretic/libheretic.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Hexen: Deathkings of the Dark Citadel"...
 ! hexen.wad: missing 
 ! hexdd.wad: missing 
 - libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Hexen"...
 - libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
 ! hexen.wad: missing 
 ⇒ Not playable (incomplete resources)
Locating "Hexen v1.0"...
 ! hexen.wad: missing 
 - libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Hexen 4-map Demo"...
 ! hexen.wad or machexendemo.wad or hexendemo.wad: missing 
 - libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
 ⇒ Not playable (incomplete resources)
Locating "Hexen 4-map Beta Demo"...
 ! hexen.wad or hexenbeta.wad or machexendemo.wad or hexendemo.wad: missing 
 - libhexen.pk3: "(basedir)/data/jhexen/libhexen.pk3"
 ⇒ Not playable (incomplete resources)
Selecting game 'doom1-ultimate'...
Path "auto" now mapped to "data/jdoom/auto"
Path "auto" now mapped to "defs/jdoom/auto"
Loading game resources...
IWAD identification: 0xdb003a
ResourceSystem > loadCompositeTextureDefs:
    Loaded all 125 texture definitions from "/media/<path>/
    1300248d-a8b3-4702-8244-cf39b470c7ef/0/doom_wads/Doom.wad:(basedir)/TEXTURE1.lmp"
^ : Loaded all 162 texture definitions from "/media/<path>/
    1300248d-a8b3-4702-8244-cf39b470c7ef/0/doom_wads/Doom.wad:(basedir)/TEXTURE2.lmp"
Parsing primary config "configs/doom/game.cfg"...
Def_Read: Parsing definition files...
^ : 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
ResourceSystem: Model init completed in 0.00 seconds
Available maps:
  E1M1-E1M9 /media/<path>/doom_wads/Doom.wad
  E2M1-E2M9 /media/<path>/doom_wads/Doom.wad
  E3M1-E3M9 /media/<path>/doom_wads/Doom.wad
  E4M1-E4M9 /media/<path>/doom_wads/Doom.wad


Ultimate DOOM


S_StartMusic: Starting music 'intro'
MasterWorker: Received 2 servers from master
S_StartMusic: Starting music 'intro'
Loading game from "/home/savegames/doom1-ultimate/DoomSav0.save"...
Starting music 'e2m7'
Loading map "E4M5"...
Map > buildVertexLineOwnerRings: Created a new 32.0 MB memory volume.
Current map elements:
  1068 Lines
  170  Sectors
  1270 Vertexes
Forced pause for 28 tics

Map: E4M5 - They Will Repent
Author: id Software

Game loaded
Picked up a clip.
Picked up 4 shotgun shells.
Picked up 4 shotgun shells.
Picked up 4 shotgun shells.
Picked up a clip.
Picked up a clip.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a clip.
Picked up an armor bonus.
Picked up an armor bonus.
Picked up an armor bonus.
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
Game ended
Loading game from "/home/savegames/doom1-ultimate/DoomSav0.save"...
Starting music 'e2m7'
Loading map "E4M5"...
Current map elements:
  1068 Lines
  170  Sectors
  1270 Vertexes
Forced pause for 28 tics

Map: E4M5 - They Will Repent
Author: id Software

Game loaded
Picked up a box of rockets.
You got the shotgun!
Picked up a rocket.
Picked up a rocket.
Picked up a rocket.
Picked up a red skull key.
Picked up a clip.
You got the shotgun!
Game ended
Loading game from "/home/savegames/doom1-ultimate/DoomSav0.save"...
Starting music 'e2m7'
Loading map "E4M5"...
Current map elements:
  1068 Lines
  170  Sectors
  1270 Vertexes
Forced pause for 28 tics

Map: E4M5 - They Will Repent
Author: id Software

Game loaded
You got the shotgun!
Picked up a box of rockets.
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
Picked up a rocket.
Picked up a rocket.
Picked up a rocket.
Picked up a red skull key.
Picked up a clip.
You got the shotgun!
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
Game ended
Loading game from "/home/savegames/doom1-ultimate/DoomSav0.save"...
Starting music 'e2m7'
Loading map "E4M5"...
Current map elements:
  1068 Lines
  170  Sectors
  1270 Vertexes
Forced pause for 28 tics

Map: E4M5 - They Will Repent
Author: id Software

Game loaded
Picked up a clip.
Picked up an energy cell.
Game ended
Loading game from "/home/savegames/doom1-ultimate/DoomSav0.save"...
Starting music 'e2m7'
Loading map "E4M5"...
Current map elements:
  1068 Lines
  170  Sectors
  1270 Vertexes
Forced pause for 28 tics

Map: E4M5 - They Will Repent
Author: id Software

Game loaded
Picked up a clip.
Picked up an energy cell.
Game ended
Loading game from "/home/savegames/doom1-ultimate/DoomSav0.save"...
Starting music 'e2m7'
Loading map "E4M5"...
Current map elements:
  1068 Lines
  170  Sectors
  1270 Vertexes
Forced pause for 28 tics

Map: E4M5 - They Will Repent
Author: id Software

Game loaded
Picked up a clip.
Picked up an energy cell.
You got the plasma gun!
Picked up 4 shotgun shells.
Picked up 4 shotgun shells.
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
Picked up a box of shotgun shells.
Picked up a rocket.
Picked up a rocket.
Picked up a rocket.
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
Picked up a clip.
Picked up a clip.
Picked up a box of shotgun shells.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Picked up a health bonus.
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
Game ended
Loading game from "/home/savegames/doom1-ultimate/DoomSav0.save"...
Starting music 'e2m7'
Loading map "E4M5"...
Current map elements:
  1068 Lines
  170  Sectors
  1270 Vertexes
Forced pause for 28 tics

Map: E4M5 - They Will Repent
Author: id Software

Game loaded
You got the shotgun!
Picked up a blue skull key.
Picked up a clip.
Picked up a rocket.
Picked up a rocket.
Picked up a rocket.
Picked up a clip.
Picked up an armor bonus.
Picked up an armor bonus.
Picked up an armor bonus.
Picked up a clip.
You got the shotgun!
Picked up a box of shotgun shells.
Picked up a box of rockets.
Picked up a box of rockets.
Picked up a box of rockets.
You got the rocket launcher!
Picked up the armor.
You got the shotgun!
Picked up a clip.
Picked up a clip.
You got the shotgun!
Picked up a stimpack.
You got the shotgun!
Picked up a clip.
Picked up an energy cell.
You got the shotgun!
You've found a secret area!
Berserk!
Picked up a yellow skull key.
You got the shotgun!
You got the shotgun!
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
Game saved.
You got the BFG9000! Oh, yes.
Radiation Shielding Suit
Picked up a stimpack.
Supercharge!
S_StartMusic: Starting music 'inter'
Updating archive in "~/.doomsday/runtime/cache/internal.save" from directory "~/.doomsday/
runtime/cache"
Starting music 'e2m4'
Loading map "E4M6"...
Current map elements:
  1355 Lines
  224  Sectors
  1632 Vertexes
Forced pause for 28 tics

Map: E4M6 - Against Thee Wickedly
Author: id Software

Updating archive in "~/.doomsday/runtime/cache/internal.save" from directory "~/.doomsday/
runtime/cache"
Saving game to "/home/savegames/doom1-ultimate/DoomSav0.save"...
GameSession > ~ArchiveFeed: Updating archive in "~/.doomsday/runtime/cache/internal.save"
                            from directory "~/.doomsday/runtime/cache"
Game saved.
Game ended
Unloaded game
Z_Shutdown: Used 2 volumes, total 67108864 bytes.
Restoring original display mode due to shutdown

Anyone seen this before? Any suggestions?

Comments

  • i see no problem here it look to me how doom showed it originally. it should be white with grey.
  • Gordon wrote:
    i see no problem here it look to me how doom showed it originally. it should be white with grey.
    You misunderstand - it is a single shade of continuous grey/silver. There are no visible details of any kind. It is like a painted wall. Don't see the point in screencapping a single colour, but here you go -

    kuh07.jpg
  • i can't reproduce this maybe try setting your render settings to default
  • They are default. What are these two settings?

    21b4rhg.jpg
  • ok you need to be in the game to fix the settings. once in game load the taskbar and go into the renderer settings and reset all of them.

    BTW snowberry never had the full options they were always in game.
  • taskbar => rendedit => reset every setting => nothing changed, same problem.
  • is it a problem with opengl? as the stuff your seeing can be related to opengl 2.0
  • Gordon wrote:
    is it a problem with opengl? as the stuff your seeing can be related to opengl 2.0
    I don't know. That's why I'm asking...

    ~$ glxinfo | grep "OpenGL"
    OpenGL vendor string: Intel Open Source Technology Center
    OpenGL renderer string: Mesa DRI Intel(R) Haswell Mobile
    OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.2.0-devel
    OpenGL core profile shading language version string: 3.30
    OpenGL core profile context flags: (none)
    OpenGL core profile profile mask: core profile
    OpenGL core profile extensions:
    OpenGL version string: 3.0 Mesa 10.2.0-devel
    OpenGL shading language version string: 1.30
    OpenGL context flags: (none)
    OpenGL extensions:
  • Nothing obvious looks wrong in the logs. However, why are you using an Intel open source OpenGL driver if your system has an AMD graphics card? Have you tried installing the official Radeon drivers? http://support.amd.com/en-us/download/d ... =Linux+x86

    The issue could well be explained by a bug in the OpenGL driver you are using.
  • skyjake wrote:
    Nothing obvious looks wrong in the logs. However, why are you using an Intel open source OpenGL driver if your system has an AMD graphics card? Have you tried installing the official Radeon drivers?
    Don't even go there. It took me a week of frustration to get this card to load a graphic environment AT ALL. I am NOT going to screw with the drivers.

    Are there any settings within rendering that can be changed? Is there a clear explanation anywhere of what the settings are?
  • felgro wrote:
    Are there any settings within rendering that can be changed?
    Specifically regarding the invulnerability effect, no. This was added in version 1.13 and the previous implementation of the effect was removed, because it didn't replicate the original Doom effect accurately (it did a color inversion instead of monochrome).

    You might wish to give the old version a try, though: http://dengine.net/dew/index.php?title= ... ion_1.12.2
  • hey guys, I had this problem too, but i found a fix :)

    in this config file (for me, it was located at):

    ~/.doomsday/runtime/configs/doom/game.cfg

    i edited the following line:

    vid-fsaa 1

    and changed it to

    vid-fsaa 0

    for the record, i'm running Arch Linux, using the integrated graphics on my Intel Pentium G3258. Hopefully this can help someone out!
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