Doomsday engine not working on windows 7

edited 2015 May 15 in Technical Support
Please can anybody help? The doomsday engine is NOT working on windows 7 64 bit ... while it works perfect on Win 8 and 8.1. When I select doom 2 or plutonia or tnt and click play a black window appears and nothing else and then it asks me to end the process.
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  • Please post your doomsday.out log as it may contain some clues as to whats going on. (See the note at the top of this forum).
  • edited 2014 Jun 30
    Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe
    Created a new 32.0 MB memory volume.
    Executable: Doomsday Engine 1.14.5 (Stable 32-bit #1265) Jun 19 2014 13:11:35
    Command line options:
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files (x86)\Doomsday/
      3: -sfxchan
      4: 16
      5: -notexcomp
      6: -game
      7: doom2
      8: -iwad
      9: F:\WADS\doom2.wad
      10: -userdir
      11: C:\Users\Crater\Documents\Doomsday Frontend\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"
    OpenGL 2.1 supported
    Sys_GLInitialize: OpenGL information:
      Version:  2.1.9117
      Renderer: ATI Mobility Radeon HD 5470      
      Vendor:   ATI Technologies Inc.
    Capabilities:
      Compressed texture formats: 0
      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:
            draw_buffers_blend, performance_monitor, seamless_cubemap_per_texture,
            texture_compression_dxt6, texture_compression_dxt7, texture_texture4,
            vertex_shader_tessellator
    ^ :     AMDX extensions:
            random_access_target, vertex_shader_tessellator
    ^ :     ARB extensions:
            color_buffer_float, copy_buffer, depth_buffer_float, depth_texture, draw_buffers,
            draw_buffers_blend, draw_instanced, fragment_program, fragment_program_shadow,
            fragment_shader, framebuffer_object, framebuffer_sRGB, geometry_shader4,
            half_float_pixel, half_float_vertex, instanced_arrays, map_buffer_range,
            multisample, multitexture, occlusion_query, pixel_buffer_object,
            point_parameters, point_sprite, provoking_vertex, seamless_cube_map,
            shader_objects, shader_texture_lod, shading_language_100, shadow, shadow_ambient,
            texture_border_clamp, texture_buffer_object, texture_compression,
            texture_compression_rgtc, texture_cube_map, texture_env_add, texture_env_combine,
            texture_env_crossbar, texture_env_dot3, texture_float, texture_mirrored_repeat,
            texture_non_power_of_two, texture_rectangle, texture_rg, texture_snorm,
            transpose_matrix, uniform_buffer_object, vertex_array_bgra, vertex_array_object,
            vertex_buffer_object, vertex_program, vertex_shader, window_pos
    ^ :     ATI extensions:
            draw_buffers, envmap_bumpmap, fragment_shader, meminfo, 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, draw_buffers2, draw_instanced, draw_range_elements,
            fog_coord, framebuffer_blit, framebuffer_multisample, framebuffer_object,
            framebuffer_sRGB, geometry_shader4, gpu_program_parameters, gpu_shader4,
            multi_draw_arrays, packed_depth_stencil, packed_float, packed_pixels,
            pixel_buffer_object, point_parameters, provoking_vertex, rescale_normal,
            secondary_color, separate_specular_color, shadow_funcs, stencil_wrap, subtexture,
            texgen_reflection, texture3D, texture_array, texture_buffer_object,
            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_shared_exponent, texture_snorm, texture_swizzle,
            transform_feedback, vertex_array, vertex_array_bgra
    ^ :     IBM extensions:
            texture_mirrored_repeat
    ^ :     KTX extensions:
            buffer_region
    ^ :     NV extensions:
            blend_square, conditional_render, copy_depth_to_color, explicit_multisample,
            primitive_restart, texgen_reflection
    ^ :     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, 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
    FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
    Audio configuration:
      CD:    FMOD/CD
      Music: FMOD/Ext
      SFX:   FMOD
    Initialized 16 sound effect channels
    Segmentation Violation
    
  • I am having the same problem. Running Windows 7 64-bit and all I get is a black screen and I have to force the program to end. Does it have something to do with downloading the WADs through Steam?
    Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe
    Created a new 32.0 MB memory volume.
    Executable: Doomsday Engine 1.14.5 (Stable 32-bit #1265) Jun 19 2014 13:11:35
    Command line options:
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files (x86)\Doomsday/
      3: -sfxchan
      4: 16
      5: -notexcomp
      6: -game
      7: doom2
      8: -iwad
      9: C:\Program Files (x86)\Steam\steamapps\common\Doom 2\base\DOOM2.WAD
      10: -userdir
      11: C:\Users\Owner\Documents\Doomsday Frontend\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"
    OpenGL 2.1 supported
    Sys_GLInitialize: OpenGL information:
      Version:  2.1.8545 Release
      Renderer: ATI Radeon X1950 GT
      Vendor:   ATI Technologies Inc.
    Capabilities:
      Compressed texture formats: 0
      Available texture units:    8
      Maximum texture anisotropy: 16
      Maximum texture size:       4096
      Line width granularity:     0.166667
      Line width range:           1...63
    ^ : OpenGL Extensions:
    ^ :     AMD extensions:
            performance_monitor
    ^ :     ARB extensions:
            depth_texture, draw_buffers, fragment_program, fragment_program_shadow,
            fragment_shader, framebuffer_object, half_float_pixel, half_float_vertex,
            map_buffer_range, multisample, multitexture, occlusion_query,
            pixel_buffer_object, point_parameters, point_sprite, shader_objects,
            shader_texture_lod, shading_language_100, shadow, shadow_ambient,
            texture_border_clamp, texture_compression, texture_cube_map, texture_env_add,
            texture_env_combine, texture_env_crossbar, texture_env_dot3, texture_float,
            texture_mirrored_repeat, texture_non_power_of_two, texture_rectangle,
            transpose_matrix, vertex_array_object, vertex_buffer_object, vertex_program,
            vertex_shader, window_pos
    ^ :     ATI extensions:
            draw_buffers, envmap_bumpmap, fragment_shader, meminfo, separate_stencil,
            texture_compression_3dc, texture_env_combine3, texture_float
    ^ :     EXT extensions:
            abgr, bgra, blend_color, blend_equation_separate, blend_func_separate,
            blend_minmax, blend_subtract, compiled_vertex_array, copy_texture,
            draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
            framebuffer_object, gpu_program_parameters, multi_draw_arrays,
            packed_depth_stencil, packed_pixels, point_parameters, rescale_normal,
            secondary_color, separate_specular_color, shadow_funcs, stencil_wrap, subtexture,
            texgen_reflection, texture3D, texture_compression_s3tc, texture_cube_map,
            texture_edge_clamp, texture_env_add, texture_env_combine, texture_env_dot3,
            texture_filter_anisotropic, texture_lod_bias, texture_mirror_clamp,
            texture_object, texture_rectangle, texture_sRGB, texture_swizzle, vertex_array
    ^ :     KTX extensions:
            buffer_region
    ^ :     NV extensions:
            blend_square, texgen_reflection
    ^ :     SGIS extensions:
            generate_mipmap, texture_edge_clamp, texture_lod
    ^ :     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, 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,
            AMDX_gpu_association
    FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
    Audio configuration:
      CD:    FMOD/CD
      Music: FMOD/Ext
      SFX:   FMOD
    Initialized 16 sound effect channels
    Using SteamApps path: c:\program files (x86)\steam\SteamApps\common
    Segmentation Violation
    
    
  • Im having same problem here... please help. thx.
  • i have the same problem, but i can hear music and the game. i have v sync off. plz help
  • raptortim wrote:
    i have the same problem, but i can hear music and the game. i have v sync off. plz help
    I am assuming Doom2: if you can hear the title music, try pressing esc to open the game menu?

    The BFG edition Doom2 Iwad is slightly different to the original Doom2 1.9 Iwad and isn't officially supported by Dday; though Dday will attempt to run the Doom2 BFG Iwad assuming it's an original Doom2 1.9 Iwad.

    One of these differences will result in a black screen when you start Doom2, that isn't caused by Vsync issues; the BFG edition of Doom2 lacks the title pic graphic of the original version, hence you will get no title graphic (as Dday is expecting Doom2 1.9, it is expecting the mentioned title pic graphic). But the game menu should still be openable and the game playable etc.
  • a black window appears and nothing else and then it asks me to end the process.
    The "-nofsaa" command line option is always worth a try. Add it to Settings -> Developer -> Custom options in the Doomsday Frontend.
  • Hey Skyjake your solution (of -nofsaa) is working but the screen is "blinking" very much. How to fix that? Thanks
  • One thing I just checked the screen is blinking only in full screen mode and not in windowed mode.
  • the monsters are also visible through the wall now :))
  • ok well adding -nofsaa lets me see it try and load, but now doomsday crashes when it tries to start the game. I get an error message saying that vertex shader is failing to link.
    Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe
    Created a new 32.0 MB memory volume.
    Executable: Doomsday Engine 1.14.5 (Stable 32-bit #1265) Jun 19 2014 13:11:35
    Command line options:
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files (x86)\Doomsday/
      3: -sfxchan
      4: 16
      5: -notexcomp
      6: -game
      7: doom2-plut
      8: -iwad
      9: C:\Program Files (x86)\Steam\steamapps\common\Final Doom\base\PLUTONIA.WAD
      10: -nofsaa
      11: -userdir
      12: C:\Users\Owner\Documents\Doomsday Frontend\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"
    OpenGL 2.1 supported
    Sys_GLInitialize: OpenGL information:
      Version:  2.1.8545 Release
      Renderer: ATI Radeon X1950 GT
      Vendor:   ATI Technologies Inc.
    Capabilities:
      Compressed texture formats: 0
      Available texture units:    8
      Maximum texture anisotropy: 16
      Maximum texture size:       4096
      Line width granularity:     0.166667
      Line width range:           1...63
    ^ : OpenGL Extensions:
    ^ :     AMD extensions:
            performance_monitor
    ^ :     ARB extensions:
            depth_texture, draw_buffers, fragment_program, fragment_program_shadow,
            fragment_shader, framebuffer_object, half_float_pixel, half_float_vertex,
            map_buffer_range, multisample, multitexture, occlusion_query,
            pixel_buffer_object, point_parameters, point_sprite, shader_objects,
            shader_texture_lod, shading_language_100, shadow, shadow_ambient,
            texture_border_clamp, texture_compression, texture_cube_map, texture_env_add,
            texture_env_combine, texture_env_crossbar, texture_env_dot3, texture_float,
            texture_mirrored_repeat, texture_non_power_of_two, texture_rectangle,
            transpose_matrix, vertex_array_object, vertex_buffer_object, vertex_program,
            vertex_shader, window_pos
    ^ :     ATI extensions:
            draw_buffers, envmap_bumpmap, fragment_shader, meminfo, separate_stencil,
            texture_compression_3dc, texture_env_combine3, texture_float
    ^ :     EXT extensions:
            abgr, bgra, blend_color, blend_equation_separate, blend_func_separate,
            blend_minmax, blend_subtract, compiled_vertex_array, copy_texture,
            draw_range_elements, fog_coord, framebuffer_blit, framebuffer_multisample,
            framebuffer_object, gpu_program_parameters, multi_draw_arrays,
            packed_depth_stencil, packed_pixels, point_parameters, rescale_normal,
            secondary_color, separate_specular_color, shadow_funcs, stencil_wrap, subtexture,
            texgen_reflection, texture3D, texture_compression_s3tc, texture_cube_map,
            texture_edge_clamp, texture_env_add, texture_env_combine, texture_env_dot3,
            texture_filter_anisotropic, texture_lod_bias, texture_mirror_clamp,
            texture_object, texture_rectangle, texture_sRGB, texture_swizzle, vertex_array
    ^ :     KTX extensions:
            buffer_region
    ^ :     NV extensions:
            blend_square, texgen_reflection
    ^ :     SGIS extensions:
            generate_mipmap, texture_edge_clamp, texture_lod
    ^ :     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, 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,
            AMDX_gpu_association
    FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013
    Audio configuration:
      CD:    FMOD/CD
      Music: FMOD/Ext
      SFX:   FMOD
    Initialized 16 sound effect channels
    Using SteamApps path: c:\program files (x86)\steam\SteamApps\common
    User-supplied IWAD path: "C:/Program Files (x86)/Steam/steamapps/common/Final Doom/base/"
    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: "c:\program files (x86)\steam\SteamApps\common\final doom\base\TNT.WAD"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "Final DOOM: The Plutonia Experiment"...
     - plutonia.wad: "c:\program files (x86)\steam\SteamApps\common\final doom\base\
                     PLUTONIA.WAD"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "DOOM 2: Hell on Earth"...
     - doom2.wad or doom2f.wad: "c:\program files (x86)\steam\SteamApps\common\doom 2\base\
                                DOOM2.WAD"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "Ultimate DOOM"...
     - doom.wad or doomu.wad: "c:\program files (x86)\steam\SteamApps\common\ultimate doom\
                              base\DOOM.WAD"
     - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
     => Playable
    Locating "DOOM Registered"...
     - doom.wad: "c:\program files (x86)\steam\SteamApps\common\ultimate doom\base\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 "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 'doom2-plut'...
    Path "auto" now mapped to "data\jdoom\auto"
    Path "auto" now mapped to "defs\jdoom\auto"
    Loading game resources...
    IWAD identification: 0x12fcc36
    ResourceSystem > loadCompositeTextureDefs:
        Loaded all 505 texture definitions from "c:\program files (x86)\steam\SteamApps\
        common\final doom\base\PLUTONIA.WAD:(basedir)\TEXTURE1.lmp"
    Parsing primary config "configs\doom\game.cfg"...
    Def_Read: Parsing definition files...
    ^ : Definitions:
    ^ :   31  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
    ResourceSystem: Model init completed in 0.00 seconds
    Available maps:
      MAP01-MAP32 c:\program files (x86)\steam\SteamApps\common\final doom\base\PLUTONIA.WAD
    
    
    Final DOOM: The Plutonia Experiment
    
    
    Starting tutorial (not shown before)
    Loop: Uncaught exception during loop iteration:
    [LinkerError] (GLProgram::link) Linking failed:
    Fragment shader(s) linked,  vertex shader(s) failed to link. 
     
    ^ : Application terminated due to exception:
    Uncaught exception during loop iteration:
    [LinkerError] (GLProgram::link) Linking failed:
    Fragment shader(s) linked,  vertex shader(s) failed to link. 
     
    
    ^ : Unloaded game
    ^ : Restoring original display mode due to shutdown
    ^ : (PersistentCanvasWindow::main) No window found with id "main"
    ^ : Z_Shutdown: Used 1 volumes, total 33554432 bytes.
    
  • One thing I note with both Zrkhan and Jef is that their video cards are both reported as supporting OpenGL 2.1, which is almost as close as one can get to Doomsday's stated OpenGL 2.0 or higher requirement.

    Historically failure during engine startup relating to shaders has been because the users OpenGL requirement isn't high enough for Dday's implementation of them. Could it be that some supposedly OpenGL 2.1 compatible cards also lack certain features needed by Dday's implementation of shaders? Or maybe Dday is in-avertedly doing something in a way that isn't 2.0 compatible (i.e meaning Dday won't actually run on 2.0 cards)?

    Zrkhan mentioned Windows 8 as well as Windows 7; are both OS installed on the same computer, are they two different computers, with their own video cards?
  • I would suggest checking your video driver is up to date and that other Open GL games are working. Also, perhaps try an earlier driver version, particularly if Doomsday is working in Windows 8 but not 7. Lately there have been a few similar reports from ATI users which were "solved" by replacing the video driver.
  • Yes Vermil Win 8 and 7 are on the same computer (laptop)
  • Alright so I went back to an earlier build (1.9.10) and that seems to work for me. It could be that my comp just can't handle the latest build. Thanks for your help, now I can play Doom again =D>
  • Doomsday 1.11 raised Doomsday's OpenGL requirement from 1.4 to 2.0. So you might be able to go a bit higher than 1.9.10 and use 1.10.4?
  • Yes Jef its working BUT NOT in full screen mode right?
  • I was playing in fullscreen mode and it seemed to be working fine. The only setting I changed was I upped my resolution to 1368.
    Thanks for the tip, I will try out 1.10.4
  • @jef It would be interesting to see whats reported by the listdisplaymodes command. Perhaps its misreporting support for multisampling?
  • Do you mean on 1.14.5 or on the older build? on 1.10.4 I get a lot of supported modes, various 800X600, 848X480, 1024X768, and 2 1360X768. The variations seem to be different refresh rates.
    14.5 would crash right as the game tried to start.
    Executable: Doomsday Engine 1.10.4 (Stable 32-bit #939) Jul 28 2013 09:02:44.
    Command line (16 strings):
      0: ..\Bin\Doomsday.exe
      1: -basedir
      2: C:\Program Files (x86)\Doomsday/
      3: -file
      4: C:\Users\Owner\Documents\Doomsday Frontend\addons\jdmu-all-remix-Sycraft-v4.pk3
      5: -file
      6: C:\Users\Owner\Documents\Doomsday Frontend\addons\jdrp-packaged-20070404.zip
      7: -sfxchan
      8: 16
      9: -notexcomp
      10: -game
      11: doom2
      12: -iwad
      13: C:\Program Files (x86)\Steam\steamapps\common\Doom 2\base\DOOM2.WAD
      14: -userdir
      15: C:\Users\Owner\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 (x86)\
                                                        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 (x86)\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...
    Display mode has changed.
    Canvas: Gained focus.
    OpenGL information:
      Vendor: ATI Technologies Inc.
      Renderer: ATI Radeon X1950 GT
      Version: 2.1.8545 Release
      Available Compressed Texture Formats: 0
      Available Texture Units: 8
      Maximum Texture Anisotropy: 16
      Maximum Texture Size: 4096
      Line Width Granularity: 0.2
      Line Width Range: 1.0...63.0
      Extensions:
        GL_AMD_performance_monitor     GL_ARB_depth_texture          
        GL_ARB_draw_buffers            GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_framebuffer_object      GL_ARB_half_float_pixel       
        GL_ARB_half_float_vertex       GL_ARB_map_buffer_range       
        GL_ARB_multisample             GL_ARB_multitexture           
        GL_ARB_occlusion_query         GL_ARB_pixel_buffer_object    
        GL_ARB_point_parameters        GL_ARB_point_sprite           
        GL_ARB_shader_objects          GL_ARB_shader_texture_lod     
        GL_ARB_shading_language_100    GL_ARB_shadow                 
        GL_ARB_shadow_ambient          GL_ARB_texture_border_clamp   
        GL_ARB_texture_compression     GL_ARB_texture_cube_map       
        GL_ARB_texture_env_add         GL_ARB_texture_env_combine    
        GL_ARB_texture_env_crossbar    GL_ARB_texture_env_dot3       
        GL_ARB_texture_float           GL_ARB_texture_mirrored_repeat
        GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
        GL_ARB_transpose_matrix        GL_ARB_vertex_array_object    
        GL_ARB_vertex_buffer_object    GL_ARB_vertex_program         
        GL_ARB_vertex_shader           GL_ARB_window_pos             
        GL_ATI_draw_buffers            GL_ATI_envmap_bumpmap         
        GL_ATI_fragment_shader         GL_ATI_meminfo                
        GL_ATI_separate_stencil        GL_ATI_texture_compression_3dc
        GL_ATI_texture_env_combine3    GL_ATI_texture_float          
        GL_EXT_abgr                    GL_EXT_bgra                   
        GL_EXT_blend_color             GL_EXT_blend_equation_separate
        GL_EXT_blend_func_separate     GL_EXT_blend_minmax           
        GL_EXT_blend_subtract          GL_EXT_compiled_vertex_array  
        GL_EXT_copy_texture            GL_EXT_draw_range_elements    
        GL_EXT_fog_coord               GL_EXT_framebuffer_blit       
        GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object     
        GL_EXT_gpu_program_parameters  GL_EXT_multi_draw_arrays      
        GL_EXT_packed_depth_stencil    GL_EXT_packed_pixels          
        GL_EXT_point_parameters        GL_EXT_rescale_normal         
        GL_EXT_secondary_color         GL_EXT_separate_specular_color
        GL_EXT_shadow_funcs            GL_EXT_stencil_wrap           
        GL_EXT_subtexture              GL_EXT_texgen_reflection      
        GL_EXT_texture3D               GL_EXT_texture_compression_s3t
        GL_EXT_texture_cube_map        GL_EXT_texture_edge_clamp     
        GL_EXT_texture_env_add         GL_EXT_texture_env_combine    
        GL_EXT_texture_env_dot3        GL_EXT_texture_filter_anisotro
        GL_EXT_texture_lod_bias        GL_EXT_texture_mirror_clamp   
        GL_EXT_texture_object          GL_EXT_texture_rectangle      
        GL_EXT_texture_sRGB            GL_EXT_texture_swizzle        
        GL_EXT_vertex_array            GL_KTX_buffer_region          
        GL_NV_blend_square             GL_NV_texgen_reflection       
        GL_SGIS_generate_mipmap        GL_SGIS_texture_edge_clamp    
        GL_SGIS_texture_lod            GL_WIN_swap_hint              
        WGL_EXT_swap_control          
      Extensions (WGL):
        WGL_ARB_extensions_string      WGL_ARB_pixel_format          
        WGL_ATI_pixel_format_float     WGL_ARB_pixel_format_float    
        WGL_ARB_multisample            WGL_EXT_swap_control          
        WGL_ARB_pbuffer                WGL_ARB_render_texture        
        WGL_ARB_make_current_read      WGL_EXT_extensions_string     
        WGL_ARB_buffer_region          WGL_EXT_framebuffer_sRGB      
        WGL_ATI_render_texture_rectang WGL_EXT_pixel_format_packed_fl
        WGL_I3D_genlock                WGL_NV_swap_group             
        WGL_ARB_create_context         WGL_AMDX_gpu_association      
    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: 010424c4
    loadCompositeTextureDefs: Loaded all 428 texture definitions from "C:\Program Files (x86)\
                              Steam\steamapps\common\Doom 2\base\DOOM2.WAD:(basedir)\
                              TEXTURE1.lmp".
    R_InitCompositeTextures: Done in 0.69 seconds.
    R_InitFlatTetxures: Done in 0.014 seconds.
    R_InitSpriteTextures: Completed in 1.1 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 0.068 seconds.
    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: Done in 0.029 seconds.
    R_InitSprites: Done in 0.03 seconds.
    Models_Init: Done in 0 seconds.
    Failed locating image resource for "Particle00".
    -----------------------------------------------------------------------------------------
    DOOM 2: Hell on Earth
    -----------------------------------------------------------------------------------------
    Loading Map "MAP01"...
    WadMapConverter: Recognized a Doom format map.
    Building BSP using tunable split factor of 7...
    BSP built: (13:12) 205 Nodes, 206 Leafs, 1062 HEdges, 131 Vertexes.
    BSP built in 0.07 seconds.
    P_PtcInitForMap: Done in 0 seconds.
    Player starting spots:
    - pl0: color 0, spot 0
    
    Map 1: Entryway
    Author: id Software
    
    Canvas: Lost focus.
    ^ : Gained focus.
    >listdisplaymodes
    There are 40 display modes available:
      640 x 480 x 16 (4:3, refresh: 60.0 Hz)
      640 x 480 x 16 (4:3, refresh: 59.0 Hz)
      640 x 480 x 16 (4:3, refresh: 73.0 Hz)
      640 x 480 x 16 (4:3, refresh: 75.0 Hz)
      640 x 480 x 32 (4:3, refresh: 60.0 Hz)
      640 x 480 x 32 (4:3, refresh: 59.0 Hz)
      640 x 480 x 32 (4:3, refresh: 73.0 Hz)
      640 x 480 x 32 (4:3, refresh: 75.0 Hz)
      720 x 480 x 16 (3:2, refresh: 60.0 Hz)
      720 x 480 x 16 (3:2, refresh: 75.0 Hz)
      720 x 480 x 32 (3:2, refresh: 60.0 Hz)
      720 x 480 x 32 (3:2, refresh: 75.0 Hz)
      720 x 576 x 16 (5:4, refresh: 60.0 Hz)
      720 x 576 x 16 (5:4, refresh: 75.0 Hz)
      720 x 576 x 32 (5:4, refresh: 60.0 Hz)
      720 x 576 x 32 (5:4, refresh: 75.0 Hz)
      800 x 480 x 16 (5:3, refresh: 70.0 Hz)
      800 x 480 x 32 (5:3, refresh: 70.0 Hz)
      800 x 600 x 16 (4:3, refresh: 60.0 Hz)
      800 x 600 x 16 (4:3, refresh: 70.0 Hz)
      800 x 600 x 16 (4:3, refresh: 72.0 Hz)
      800 x 600 x 16 (4:3, refresh: 75.0 Hz)
      800 x 600 x 32 (4:3, refresh: 60.0 Hz)
      800 x 600 x 32 (4:3, refresh: 70.0 Hz)
      800 x 600 x 32 (4:3, refresh: 72.0 Hz)
      800 x 600 x 32 (4:3, refresh: 75.0 Hz)
      848 x 480 x 16 (53:30, refresh: 60.0 Hz)
      848 x 480 x 16 (53:30, refresh: 75.0 Hz)
      848 x 480 x 32 (53:30, refresh: 60.0 Hz)
      848 x 480 x 32 (53:30, refresh: 75.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 60.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 70.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 72.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 75.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 60.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 70.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 72.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 75.0 Hz)
      1360 x 768 x 16 (85:48, refresh: 60.0 Hz)
      1360 x 768 x 32 (85:48, refresh: 60.0 Hz)
    Canvas: Lost focus.
    ^ : Gained focus.
    >listdisplaymodes
    There are 40 display modes available:
      640 x 480 x 16 (4:3, refresh: 60.0 Hz)
      640 x 480 x 16 (4:3, refresh: 59.0 Hz)
      640 x 480 x 16 (4:3, refresh: 73.0 Hz)
      640 x 480 x 16 (4:3, refresh: 75.0 Hz)
      640 x 480 x 32 (4:3, refresh: 60.0 Hz)
      640 x 480 x 32 (4:3, refresh: 59.0 Hz)
      640 x 480 x 32 (4:3, refresh: 73.0 Hz)
      640 x 480 x 32 (4:3, refresh: 75.0 Hz)
      720 x 480 x 16 (3:2, refresh: 60.0 Hz)
      720 x 480 x 16 (3:2, refresh: 75.0 Hz)
      720 x 480 x 32 (3:2, refresh: 60.0 Hz)
      720 x 480 x 32 (3:2, refresh: 75.0 Hz)
      720 x 576 x 16 (5:4, refresh: 60.0 Hz)
      720 x 576 x 16 (5:4, refresh: 75.0 Hz)
      720 x 576 x 32 (5:4, refresh: 60.0 Hz)
      720 x 576 x 32 (5:4, refresh: 75.0 Hz)
      800 x 480 x 16 (5:3, refresh: 70.0 Hz)
      800 x 480 x 32 (5:3, refresh: 70.0 Hz)
      800 x 600 x 16 (4:3, refresh: 60.0 Hz)
      800 x 600 x 16 (4:3, refresh: 70.0 Hz)
      800 x 600 x 16 (4:3, refresh: 72.0 Hz)
      800 x 600 x 16 (4:3, refresh: 75.0 Hz)
      800 x 600 x 32 (4:3, refresh: 60.0 Hz)
      800 x 600 x 32 (4:3, refresh: 70.0 Hz)
      800 x 600 x 32 (4:3, refresh: 72.0 Hz)
      800 x 600 x 32 (4:3, refresh: 75.0 Hz)
      848 x 480 x 16 (53:30, refresh: 60.0 Hz)
      848 x 480 x 16 (53:30, refresh: 75.0 Hz)
      848 x 480 x 32 (53:30, refresh: 60.0 Hz)
      848 x 480 x 32 (53:30, refresh: 75.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 60.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 70.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 72.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 75.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 60.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 70.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 72.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 75.0 Hz)
      1360 x 768 x 16 (85:48, refresh: 60.0 Hz)
      1360 x 768 x 32 (85:48, refresh: 60.0 Hz)
    >listdisplaymodes
    There are 40 display modes available:
      640 x 480 x 16 (4:3, refresh: 60.0 Hz)
      640 x 480 x 16 (4:3, refresh: 59.0 Hz)
      640 x 480 x 16 (4:3, refresh: 73.0 Hz)
      640 x 480 x 16 (4:3, refresh: 75.0 Hz)
      640 x 480 x 32 (4:3, refresh: 60.0 Hz)
      640 x 480 x 32 (4:3, refresh: 59.0 Hz)
      640 x 480 x 32 (4:3, refresh: 73.0 Hz)
      640 x 480 x 32 (4:3, refresh: 75.0 Hz)
      720 x 480 x 16 (3:2, refresh: 60.0 Hz)
      720 x 480 x 16 (3:2, refresh: 75.0 Hz)
      720 x 480 x 32 (3:2, refresh: 60.0 Hz)
      720 x 480 x 32 (3:2, refresh: 75.0 Hz)
      720 x 576 x 16 (5:4, refresh: 60.0 Hz)
      720 x 576 x 16 (5:4, refresh: 75.0 Hz)
      720 x 576 x 32 (5:4, refresh: 60.0 Hz)
      720 x 576 x 32 (5:4, refresh: 75.0 Hz)
      800 x 480 x 16 (5:3, refresh: 70.0 Hz)
      800 x 480 x 32 (5:3, refresh: 70.0 Hz)
      800 x 600 x 16 (4:3, refresh: 60.0 Hz)
      800 x 600 x 16 (4:3, refresh: 70.0 Hz)
      800 x 600 x 16 (4:3, refresh: 72.0 Hz)
      800 x 600 x 16 (4:3, refresh: 75.0 Hz)
      800 x 600 x 32 (4:3, refresh: 60.0 Hz)
      800 x 600 x 32 (4:3, refresh: 70.0 Hz)
      800 x 600 x 32 (4:3, refresh: 72.0 Hz)
      800 x 600 x 32 (4:3, refresh: 75.0 Hz)
      848 x 480 x 16 (53:30, refresh: 60.0 Hz)
      848 x 480 x 16 (53:30, refresh: 75.0 Hz)
      848 x 480 x 32 (53:30, refresh: 60.0 Hz)
      848 x 480 x 32 (53:30, refresh: 75.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 60.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 70.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 72.0 Hz)
      1024 x 768 x 16 (4:3, refresh: 75.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 60.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 70.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 72.0 Hz)
      1024 x 768 x 32 (4:3, refresh: 75.0 Hz)
      1360 x 768 x 16 (85:48, refresh: 60.0 Hz)
      1360 x 768 x 32 (85:48, refresh: 60.0 Hz)
    Canvas: Lost focus.
    ^ : Gained focus.
    ^ : Lost focus.
    ^ : Gained focus.
    ^ : Lost focus.
    ^ : Gained focus.
    ^ : Lost focus.
    ^ : Gained focus.
    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
    
  • Yeah I meant using the build that works :)

    Interesting. As your video driver is evidently reporting only two display modes for 1360x768 (16 and 32 bits) it is likely that the one 32-bit mode doesn't support the method of multisampling that Doomsday tries to use. I suspect the driver is indeed reporting a pixel format that isn't exactly what Doomsday asked for and consequently it fails trying to create the render context/framebuffer/canvas.
  • @Danij, I'm not sure what you are getting at. Should I be trying different resolutions with 1.14.5?
  • skyjake wrote:
    a black window appears and nothing else and then it asks me to end the process.
    The "-nofsaa" command line option is always worth a try. Add it to Settings -> Developer -> Custom options in the Doomsday Frontend.
    Thank you!!!!! :D my game is working well now, i can now able play again
  • @jef I asked for the display mode info to help answer a question I had regarding why it works with the default configuration at one resolution while not another. It was simply to clarify something I suspected regarding multisampling. Sorry if I caused any confusion, that info is all that I needed.

    It would appear that ATI is indeed misreporting availability at some resolutions. The Doomsday window manager, canvas (etc...) is supposed to check this, though, and automatically disable it if its not actually available. We'll have to go through that code and double check its behaving correctly in that situation.
  • Alright then, good luck!
  • well my ATI card runs DDay no probs and never had any
  • btw if game do not launch delete/backup folders

    C:\Users\username\Documents\Doomsday Frontend
    C:\Users\username\AppData\Local\Deng Team

    on windows 7
  • Hi all.Im new user.I installed the 1.14.5 doomsday engine today on win 7 64 bit.When I start the program I read the message
    Appinit failed:
    [createdirerror] (directoryfeed::createdir) could not create: c:\users\??? Any help?
    Thx
  • Hey i am new to doomsday engine anyways i need some help a couple of days after i got the required items for playing the games that are required to play them with like Resource Packs & WADs for Doom 1/2 and the 2 Final Doom WADs Also Heretic: Shadow of the Serpent riders as well as Hexen: Beyond Heretic And the Hexen: Beyond Heretic Expansion Pack WAD Death Kings of the Dark Citadel It says App init failed:
    [DuplicateNameError] (Folder::add) Folder cannot contain two files with the same name: 'decorate'

    Please Help !!!

    Thanks.
  • Please post your doomsday.out log file (see the note at the top of this page).
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