Doom2 - Music Not Starting (Explanation)
I'm using two addons, JDEP and jDAP. Only JDEP is "enabled" in Snowberry.
Both PK3 files are located in ./snowberry/addons folder.
I'm noticing that if I'm using JDEP, the midi music doesn't start in the game.
If I don't use JDEP, midi music does start in the game.
Now, JDEP contains no music replacement, no conflicting DED definitions, etc.
Thoughts?
Also, I'm seeing a lot of "notices" in the doomsday.out with regards to Doom1 textures trying to be found in a Doom2 configuration:
Both PK3 files are located in ./snowberry/addons folder.
I'm noticing that if I'm using JDEP, the midi music doesn't start in the game.
If I don't use JDEP, midi music does start in the game.
Now, JDEP contains no music replacement, no conflicting DED definitions, etc.
Thoughts?
Also, I'm seeing a lot of "notices" in the doomsday.out with regards to Doom1 textures trying to be found in a Doom2 configuration:
Z_Create: New 32.0 MB memory volume.
Con_Init: Initializing the console.
Executable: Version 1.9.0-beta6.7 Sep 30 2009 (DGL).
Sys_InitWindowManager: Using Win32 window management.
Z_Create: New 32.0 MB memory volume.
createContext: OpenGL.
OpenGL information:
Vendor: NVIDIA Corporation
Renderer: GeForce 6600/AGP/SSE/3DNOW!
Version: 2.0.3
GLU Version: 1.2.2.0 Microsoft Corporation
Available Texture units: 4
Maximum Texture Size: 4096
Maximum Anisotropy: 16
Num Texture Formats: 3
Line Width Granularity: 0.1
Line Width Range: 0.5...10.0
Extensions:
GL_ARB_color_buffer_float GL_ARB_depth_texture
GL_ARB_draw_buffers GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_half_float_pixel GL_ARB_imaging
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_shadow GL_ARB_shader_objects
GL_ARB_shading_language_100 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_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_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_window_pos
GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc
GL_EXT_texture_env_add 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_Cg_shader
GL_EXT_depth_bounds_test GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro
GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object
GL_EXT_texture_sRGB GL_EXT_timer_query
GL_EXT_vertex_array GL_HP_occlusion_test
GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp
GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_fragment_program2
GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1
GL_NV_vertex_program2 GL_NV_vertex_program2_option
GL_NV_vertex_program3 GL_NVX_conditional_render
GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow
GL_SUN_slice_accum GL_WIN_swap_hint
WGL_EXT_swap_control
Extensions (WGL):
WGL_ARB_buffer_region WGL_ARB_extensions_string
WGL_ARB_make_current_read WGL_ARB_multisample
WGL_ARB_pbuffer WGL_ARB_pixel_format
WGL_ARB_render_texture WGL_ATI_pixel_format_float
WGL_EXT_extensions_string WGL_EXT_swap_control
WGL_NV_float_buffer WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangl
DGL Configuration:
NPOT Textures: Disabled
Texture Compression: Disabled
Variable Texture Anisotropy: Disabled
Utilized Texture Units: 2
Multisampling: Enabled (32)
createContext: OpenGL.
GL_Init: Initializing Doomsday Graphics Library.
Multitexturing enabled (full).
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
Sys_InitTimer.
Driver: SDLMixer
SDLMixer Configuration:
Output: stereo
Format: 0x8010 (0x8010)
Frequency: 22050Hz (22050Hz)
Initial Channels: 8
Sfx_Init: Initializing...
Sfx_InitChannels: 16 channels.
S_Init: OK.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: C:\Games\idgames\data\doomsday.pk3
W_AddFile: C:\Games\idgames\data\jdoom\jdoom.pk3
W_AddFile: C:\Games\idgames\snowberry\addons\jdep.pk3
W_AddFile: C:\Games\idgames\data\jdoom\Doom2.wad
IWAD identification: 00f36acb
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb032.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb033.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb034.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb035.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb036.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb037.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb038.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb039.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb040.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb041.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb042.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb043.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb044.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb045.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb046.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb047.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb048.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb049.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb050.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb051.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb052.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb053.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb054.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb055.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb056.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb057.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb058.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb059.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb060.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb061.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb062.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb063.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb064.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb065.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb066.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb067.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb068.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb069.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb070.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb071.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb072.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb073.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb074.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb075.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb076.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb077.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb078.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb079.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb080.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb081.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb082.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb083.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb084.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb085.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb086.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb087.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb088.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb089.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\fontb090.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\m_therm2.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\mapmask.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\menufog.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\pal18to8.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\sndcurve.lmp
W_AddFile: C:\Games\idgames\data\jdoom\auto\.basedata\stcfn032.lmp
W_AddFile: C:\Games\idgames\d2pwad\tolwyn6.wad
Reading definition file: C:\Games\idgames\defs\doomsday.ded
Reading definition file: C:\Games\idgames\defs\jdoom\jdoom.ded
Definitions:
138 sprite names
974 states
140 things
36 models
8 lights
112 sound effects
36 songs
365 text strings
27 particle generators
30 animation groups
51 surface decorations
23 surface materials
97 map infos
3 skies
12 finales
B_Init: Init bindings.
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 "map-freepan"...
Clearing binding context "map"...
Clearing binding context "game"...
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.01 seconds.
Net_InitGame: Initializing game data.
P_Init: Init Playloop state.
P_InitPicAnims: Registering default animations...
P_InitTerrainTypes: Material 'FWATER1' linked to terrain type 'Water'.
P_InitTerrainTypes: Material 'LAVA1' linked to terrain type 'Lava'.
P_InitTerrainTypes: Material 'BLOOD1' linked to terrain type 'Blood'.
P_InitTerrainTypes: Material 'NUKAGE1' linked to terrain type 'Nukage'.
P_InitTerrainTypes: Material 'SLIME01' linked to terrain type 'Slime'.
Hu_LoadData: Setting up heads up display.
ST_Init: Init status bar.
Hu_MenuInit: Init miscellaneous info.
AM_Init: Init automap.
----------------------------------------------------------------------
DOOM 2: Hell on Earth
----------------------------------------------------------------------
Warp to Map 3, Skill 0
Game state parameters: altdeath
P_LoadMap: "MAP03"
convertMap: Attempting conversion of "MAP03".
WadMapConverter::Convert: Attempting map conversion...
WadMapConverter::Convert: DOOM map format.
BSP_Build: Built 652 Nodes, 653 Subsectors, 3327 Segs, 1516 Vertexes
Balance -7 (l16 - r23).
Build subsector tables...
Build line tables...
convertMap: Successful.
R_InitLinks: Initializing
spawnMapThing: Warning, unknown thing num 32000 at [1374, 1395, 0].
Level 3: The Gauntlet
Author: id Software
P_MaterialNumForName: "WOODSKUL" in namespace 0 not found!
P_MaterialNumForName: "LITEBLU2" in namespace 0 not found!
P_MaterialNumForName: "PLANET1" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL5" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL2" in namespace 0 not found!
P_MaterialNumForName: "COMPUTE1" in namespace 0 not found!
P_MaterialNumForName: "COMP2" in namespace 0 not found!
P_MaterialNumForName: "WOODSKUL" in namespace 0 not found!
P_MaterialNumForName: "LITEBLU2" in namespace 0 not found!
P_MaterialNumForName: "PLANET1" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL5" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL2" in namespace 0 not found!
P_MaterialNumForName: "COMPUTE1" in namespace 0 not found!
P_MaterialNumForName: "COMP2" in namespace 0 not found!
P_MaterialNumForName: "WOODSKUL" in namespace 0 not found!
P_MaterialNumForName: "LITEBLU2" in namespace 0 not found!
P_MaterialNumForName: "PLANET1" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL5" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL2" in namespace 0 not found!
P_MaterialNumForName: "COMPUTE1" in namespace 0 not found!
P_MaterialNumForName: "COMP2" in namespace 0 not found!
P_MaterialNumForName: "WOODSKUL" in namespace 0 not found!
P_MaterialNumForName: "LITEBLU2" in namespace 0 not found!
P_MaterialNumForName: "PLANET1" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL5" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL2" in namespace 0 not found!
P_MaterialNumForName: "COMPUTE1" in namespace 0 not found!
P_MaterialNumForName: "COMP2" in namespace 0 not found!
P_MaterialNumForName: "WOODSKUL" in namespace 0 not found!
P_MaterialNumForName: "LITEBLU2" in namespace 0 not found!
P_MaterialNumForName: "PLANET1" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL5" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL2" in namespace 0 not found!
P_MaterialNumForName: "COMPUTE1" in namespace 0 not found!
P_MaterialNumForName: "COMP2" in namespace 0 not found!
P_MaterialNumForName: "WOODSKUL" in namespace 0 not found!
P_MaterialNumForName: "LITEBLU2" in namespace 0 not found!
P_MaterialNumForName: "PLANET1" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL5" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL2" in namespace 0 not found!
P_MaterialNumForName: "COMPUTE1" in namespace 0 not found!
P_MaterialNumForName: "COMP2" in namespace 0 not found!
P_MaterialNumForName: "WOODSKUL" in namespace 0 not found!
P_MaterialNumForName: "LITEBLU2" in namespace 0 not found!
P_MaterialNumForName: "PLANET1" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL5" in namespace 0 not found!
P_MaterialNumForName: "TEKWALL2" in namespace 0 not found!
P_MaterialNumForName: "COMPUTE1" in namespace 0 not found!
P_MaterialNumForName: "COMP2" in namespace 0 not found!
Comments
The problem with the jDEP is that it modifies the default Map Info definitions. The default definitions have been updated since the jDEP was released adding music defaults, par times, Sky references and more. The result being that when the jDEP is used, the information added since is therefore missing because the definitions included in the jDEP will override the defaults.
The inherent problem in the way the definition system works in Doomsday is that it is not possible to restrict the use of a definition set in a way which suits both "resource packs" and user made add-ons. For example, if you want to change the name of your map as displayed when the player first spawns you are forced to create a Map Info definition which replaces the default definition for that map. The problem is that you cannot "patch" the default definition and must make a copy of it and make your changes. Naturally, this means that if the default definitions change in future your map could possibly no longer be compatible.
This problem is to be addressed in 2.0 process, see definition parser with extensions proposal
As for the warning messages about unknown materials, they can be safely ignored as they are just informational messages left behind for development purposes (they will be removed in a future release).
If I release my own PWAD, am I allowed to include the model of the Sky as well as a new definition pointing to a new skybox? Or do I just need to include the n, s, e, w, and btm TGA/PNG files? I would imagine I should include the model.
If I release mywad.wad in ./auto/ with a skybox in the appropriate virtual folder structure, gather it up into its own .box or .pk3, and a user plays it AND they have one of the official skybox addons, will they see the conflict dialogue or will my sky appropriately "take precedence" ?
On another note...
Um...
Could you add a rotate definition to the skybox definition structure (ala Quake2)?
Anyone come up with some examples?
So, now I'm confused about Yaw and Yaw speed.
Also:
And none of them work now (rotate, yaw, yaw speed, etc.)
I'm just confused by:
1. Does the sky rotate (ala Quake2)
2. Is this an "alignment" variable or a rotational?
3. Using the Wiki instructions/syntax, I get the error described above.
If you try it again and are still having problems please post the content of your modified DED here at the forum so we can take a look.