Eternal Doom map27 doesn't work
Hi.
Just finished the map26 on Eternal Doom, but when it tries to load the map27, it just crashes back to desktop.
Do you know what would cause it?
I have AMD 7950 with latest stable drivers and windows 8.1 and I use latest unstable doomsday because it uses bloom which I don't want to lose when moving on to stable branch.
Just finished the map26 on Eternal Doom, but when it tries to load the map27, it just crashes back to desktop.
Do you know what would cause it?
I have AMD 7950 with latest stable drivers and windows 8.1 and I use latest unstable doomsday because it uses bloom which I don't want to lose when moving on to stable branch.
Comments
Application path: C:\Program Files (x86)\Doomsday\Bin\Doomsday.exe Created a new 32.0 MB memory volume. Config::read: modules/Config matches version [ 2, 0, 0, 1318 ] Executable: Doomsday Engine 1.15.0 [#1318] (Unstable 32-bit) Aug 11 2014 03:38:48 Command line options: 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\Program Files (x86)\Doomsday/ 3: -file 4: C:\wads\ETERNALL.WAD 5: -sfxchan 6: 16 7: -notexcomp 8: -game 9: doom2 10: -maxtex 11: 4096 12: -iwad 13: C:\250gig WD\wads\DOOM2.WAD 14: -userdir 15: C:\Users\eyelid\Documents\Doomsday Frontend\runtime/ RenderSystem: Loading shader definitions from read-only archive entry "renderer.pack/ shaders.dei" [path "/data/net.dengine.client.pack/renderer.pack/ shaders.dei"] from archive in read-only "(basedir)\data\ net.dengine.client.pack" ^ : Loading shader definitions from read-only archive entry "renderer.pack/ lensflares.pack/shaders.dei" [path "/data/net.dengine.client.pack/renderer.pack/ lensflares.pack/shaders.dei"] from archive in read-only "(basedir)\data\ net.dengine.client.pack" Library_New: Error opening "/bin/wadmapconverter.dll": [LoadError] (Library::Library) Cannot load library C:\Program Files (x86)\Doomsday\Bin\plugins\ wadmapconverter.dll: Määritettyä osaa ei löydy. Failed to load "/bin/wadmapconverter.dll": [LoadError] (Library::Library) Cannot load library C:\Program Files (x86)\Doomsday\Bin\ plugins\wadmapconverter.dll: M��ritetty� osaa ei l�ydy. Canvas: Using requested maximum texture size of 4096 x 4096 OpenGL 3.3 supported Sys_GLInitialize: OpenGL information: Version: 4.4.12874 Compatibility Profile Context 14.100.0.0 Renderer: AMD Radeon HD 7900 Series Vendor: ATI Technologies Inc. Capabilities: Compressed texture formats: 18 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, framebuffer_sample_positions, gcn_shader, gpu_shader_int64, 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, bindless_texture, blend_func_extended, buffer_storage, clear_buffer_object, clear_texture, 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, enhanced_layouts, 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_bind, 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_draw_parameters, shader_group_vote, 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, sparse_texture, 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_stencil8, texture_storage, texture_storage_multisample, texture_swizzle, 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, shader_integer_mix, 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 ^ : INTEL extensions: fragment_shader_ordering ^ : KHR extensions: debug ^ : KTX extensions: buffer_region ^ : NV extensions: blend_square, conditional_render, copy_depth_to_color, copy_image, depth_buffer_float, 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: AMDX_gpu_association, AMD_gpu_association, ARB_buffer_region, ARB_create_context, ARB_create_context_profile, ARB_extensions_string, ARB_make_current_read, ARB_multisample, ARB_pbuffer, ARB_pixel_format, ARB_pixel_format_float, ARB_render_texture, ATI_pixel_format_float, ATI_render_texture_rectangle, EXT_extensions_string, EXT_framebuffer_sRGB, EXT_pixel_format_packed_float, EXT_swap_control, EXT_swap_control_tear, I3D_genlock, NV_DX_interop, NV_DX_interop2, NV_float_buffer, NV_swap_group 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:/250gig WD/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: "c:\250gig WD\wads\TNT.WAD" - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3" => Playable Locating "Final DOOM: The Plutonia Experiment"... - plutonia.wad: "c:\250gig WD\wads\PLUTONIA.WAD" - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3" => Playable Locating "DOOM 2: Hell on Earth"... - doom2.wad or doom2f.wad: "c:\250gig WD\wads\DOOM2.WAD" - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3" => Playable Locating "Ultimate DOOM"... - doom.wad or doomu.wad: "c:\250gig WD\wads\DOOM.WAD" - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3" => Playable Locating "DOOM Registered"... - doom.wad: "c:\250gig WD\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 "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: "c:\250gig WD\wads\HEXEN.WAD" - hexdd.wad: "c:\250gig WD\wads\HEXDD.WAD" - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3" => Playable Locating "Hexen"... - libhexen.pk3: "(basedir)\data\jhexen\libhexen.pk3" - hexen.wad: "c:\250gig WD\wads\HEXEN.WAD" => Playable 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'... Path "auto" now mapped to "data\jdoom\auto" Path "auto" now mapped to "defs\jdoom\auto" Loading game resources... IWAD identification: 0x10424c4 ResourceSystem > loadCompositeTextureDefs: Loaded all 428 texture definitions from "c:\250gig WD\wads\DOOM2.WAD:(basedir)\ TEXTURE1.lmp" ^ : Loaded all 965 texture definitions from "C:\wads\ETERNALL.WAD:(basedir)\TEXTURE1.lmp" Parsing primary config "configs\doom\game.cfg"... Def_Read: Parsing definition files... ^ : Definitions: ^ : 30 animation groups 6 composite fonts 10 finales 9 lights 33 map infos 7 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 Known maps: 0: MAP01 "C:\wads\ETERNALL.WAD" 1: MAP02 "C:\wads\ETERNALL.WAD" 2: MAP03 "C:\wads\ETERNALL.WAD" 3: MAP04 "C:\wads\ETERNALL.WAD" 4: MAP05 "C:\wads\ETERNALL.WAD" 5: MAP06 "C:\wads\ETERNALL.WAD" 6: MAP07 "C:\wads\ETERNALL.WAD" 7: MAP08 "C:\wads\ETERNALL.WAD" 8: MAP09 "C:\wads\ETERNALL.WAD" 9: MAP10 "C:\wads\ETERNALL.WAD" 10: MAP11 "C:\wads\ETERNALL.WAD" 11: MAP12 "C:\wads\ETERNALL.WAD" 12: MAP13 "C:\wads\ETERNALL.WAD" 13: MAP14 "C:\wads\ETERNALL.WAD" 14: MAP15 "C:\wads\ETERNALL.WAD" 15: MAP16 "C:\wads\ETERNALL.WAD" 16: MAP17 "C:\wads\ETERNALL.WAD" 17: MAP18 "C:\wads\ETERNALL.WAD" 18: MAP19 "C:\wads\ETERNALL.WAD" 19: MAP20 "C:\wads\ETERNALL.WAD" 20: MAP21 "C:\wads\ETERNALL.WAD" 21: MAP22 "C:\wads\ETERNALL.WAD" 22: MAP23 "C:\wads\ETERNALL.WAD" 23: MAP24 "C:\wads\ETERNALL.WAD" 24: MAP25 "C:\wads\ETERNALL.WAD" 25: MAP26 "C:\wads\ETERNALL.WAD" 26: MAP27 "C:\wads\ETERNALL.WAD" 27: MAP28 "C:\wads\ETERNALL.WAD" 28: MAP29 "C:\wads\ETERNALL.WAD" 29: MAP30 "C:\wads\ETERNALL.WAD" 30: MAP31 "C:\wads\ETERNALL.WAD" 31: MAP32 "C:\wads\ETERNALL.WAD" Found 32 maps in total. DOOM 2: Hell on Earth OpenGL 3.3 supported S_StartMusic: Starting music 'dm2ttl' MasterWorker: Received 1 servers from master Loading game from "/home/savegames/doom2/DoomSav6.save"... Starting music 'messg2' Loading map "MAP26"... WorldSystem::loadMap > Wad::cacheLump: Created a new 32.0 MB memory volume. Current map elements: 3595 Lines 752 Sectors 4389 Vertexes Forced pause for 28 tics Map: map26 - The Abandoned Mines Author: Unknown Game loaded No clipping mode ON No clipping mode OFF No clipping mode ON No clipping mode OFF S_StartMusic: Starting music 'dm2int' Updating archive in "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache\internal.save" from directory "%HOMEPATH%\Documents\Doomsday Frontend\runtime\cache" Starting music 'romer2'There were three releases of 'Eternal Doom', all for Vanilla Doom and each adding more maps on top of the last, with the third reaching 32 maps. The third releases pwad is called 'Eternall.wad' and is what the OP is using, looking at their out file.
There was also a much newer aborted ZDoom Eternal Doom four (well, the exact name for it eludes my memory at the moment), that contained only a few maps, but one of them has gone down as something of a classic.
I think you just tried to load the map with IDCLEV code, which of course works, but somehow it doesn't work when you load up the map26 save and enter the exit to get on with map 27.
Fascinating.
Can you upload your save game somewhere, so we can try using it? It may be that you have a corrupted save gamme of some sort that is in turn corrupting the game state when moving to the next map?
Yeah here we go. It would be corrupted game.
Maybe this will get the issue sorted out eventually.