Invulnerability power up crashes doom 2

edited 2014 Nov 28 in Technical Support
Hello guys,

I have a problem with a invulnerability power up. Every time i pick up invulnerability it crashes the game(segmentation violation). Check the doomsday.out below for further info. I use 1.14.5 release of doomsday engine

Application path: D:\Hry\Doomsday\Bin\Doomsday.exe
Created a new 32.0 MB memory volume.
Config::read: modules/Config matches version [ 2, 0, 0, 1265 ]
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: D:\Hry\Doomsday/
  3: -sfxchan
  4: 16
  5: -notexcomp
  6: -nomouse
  7: -game
  8: doom2
  9: -iwad
  10: D:\Hry\Steam\SteamApps\common\Doom 2\base\DOOM2.WAD
  11: -userdir
  12: C:\Users\Pawiel\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:  2.1.0 - Build 8.15.10.2622
  Renderer: Intel(R) HD Graphics
  Vendor:   Intel
Capabilities:
  Compressed texture formats: 6
  Available texture units:    8
  Maximum texture anisotropy: 16
  Maximum texture size:       8192
  Line width granularity:     0.5
  Line width range:           0...6.5
^ : OpenGL Extensions:
^ :     3DFX extensions:
        texture_compression_FXT1
^ :     ARB extensions:
        multitexture, texture_cube_map, transpose_matrix, texture_env_add,
        texture_compression, texture_border_clamp, point_parameters, texture_env_combine,
        texture_env_dot3, texture_env_crossbar, shadow, window_pos, vertex_program,
        fragment_program, vertex_buffer_object, occlusion_query, fragment_shader,
        shader_objects, shading_language_100, texture_non_power_of_two, vertex_shader,
        point_sprite, fragment_program_shadow, depth_texture, texture_rectangle,
        draw_buffers, color_buffer_float, half_float_pixel, texture_float,
        pixel_buffer_object, draw_instanced, half_float_vertex, texture_rg,
        texture_compression_rgtc, sync, framebuffer_sRGB, depth_buffer_float,
        framebuffer_object, map_buffer_range, copy_buffer, sampler_objects,
        seamless_cube_map, uniform_buffer_object, depth_clamp, vertex_array_bgra,
        draw_elements_base_vertex, compatibility, vertex_array_object
^ :     ATI extensions:
        separate_stencil
^ :     EXT extensions:
        blend_minmax, blend_subtract, blend_color, abgr, texture3D, clip_volume_hint,
        compiled_vertex_array, draw_range_elements, rescale_normal, packed_pixels,
        texture_edge_clamp, separate_specular_color, texture_env_combine, bgra,
        blend_func_separate, secondary_color, fog_coord, texture_env_add,
        multi_draw_arrays, texture_filter_anisotropic, texture_compression_s3tc,
        shadow_funcs, stencil_wrap, texture_rectangle, stencil_two_side,
        texture_lod_bias, blend_equation_separate, framebuffer_object, draw_buffers2,
        texture_sRGB, packed_float, texture_shared_exponent, texture_swizzle,
        packed_depth_stencil, transform_feedback, framebuffer_blit, texture_array,
        texture_snorm, gpu_program_parameters
^ :     IBM extensions:
        texture_mirrored_repeat
^ :     INTEL extensions:
        performance_queries
^ :     NV extensions:
        blend_square, texgen_reflection, conditional_render, primitive_restart
^ :     SGIS extensions:
        texture_edge_clamp, generate_mipmap, texture_lod
^ :     WIN extensions:
        swap_hint
^ :   Extensions (WGL):
^ :     WGL extensions:
        EXT_depth_float, ARB_buffer_region, ARB_extensions_string, ARB_make_current_read,
        ARB_pixel_format, ARB_pbuffer, EXT_extensions_string, EXT_swap_control,
        EXT_swap_control_tear, ARB_pixel_format_float, ARB_framebuffer_sRGB,
        ARB_create_context, EXT_pixel_format_packed_float
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: d:\hry\steam\SteamApps\common
User-supplied IWAD path: "D:/Hry/Steam/SteamApps/common/Doom 2/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: "d:\hry\steam\SteamApps\common\final doom\base\TNT.WAD"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "Final DOOM: The Plutonia Experiment"...
 - plutonia.wad: "d:\hry\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: "d:\hry\steam\SteamApps\common\doom 2\base\DOOM2.WAD"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "Ultimate DOOM"...
 - doom.wad or doomu.wad: "d:\hry\steam\SteamApps\common\ultimate doom\base\DOOM.WAD"
 - libdoom.pk3: "(basedir)\data\jdoom\libdoom.pk3"
 => Playable
Locating "DOOM Registered"...
 - doom.wad: "d:\hry\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'...
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 "d:\hry\steam\SteamApps\common\doom 2\base\
    DOOM2.WAD:(basedir)\TEXTURE1.lmp"
Parsing primary config "configs\doom\game.cfg"...
Def_Read: Parsing definition files...
^ : 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
ResourceSystem: Model init completed in 0.00 seconds
Available maps:
  MAP01-MAP32 d:\hry\steam\SteamApps\common\doom 2\base\DOOM2.WAD


DOOM 2: Hell on Earth


S_StartMusic: Starting music 'dm2ttl'
MasterWorker: Received 0 servers from master
Loading game from "/home/savegames/doom2/DoomSav3.save"...
Starting music 'tense'
Loading map "MAP28"...
Current map elements:
  745 Lines
  116 Sectors
  977 Vertexes
Forced pause for 28 tics

Map: MAP28 - The Spirit World
Author: id Software

Game loaded
Invulnerability!
GLFramebuffer > GLTarget: Segmentation Violation

^ : Game ended
^ : Unloaded game
^ : Restoring original display mode due to shutdown

Comments

  • Pawiel wrote:
    OpenGL 2.1 supported
    Sys_GLInitialize: OpenGL information:
    Version: 2.1.0 - Build 8.15.10.2622
    Renderer: Intel(R) HD Graphics
    Vendor: Intel
    I think this is the important part here.

    The invulnerability effect in Dday is it's only current use of a game world shader. The other current use of shaders in Dday are in the taskbar/ui. Both mean Dday requires OpenGL2.1 or higher.

    However, your video card is reported as supporting OpenGL2.1, so theoretically, it should support them.

    That said, does the solution in this thread fix the crash for you?
    viewtopic.php?f=7&t=1767&p=12678&#p12678
  • your response brought me an idea, i play on my laptop with nvidia optimus technology so i have changed my default GPU from intel hd to my nvidia gpu and changed vid-fsaa to 0. it solved the problem and it doesnt crash anymore.

    thank you
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