deng v1.9.0 beta 6.3 - Heretic - crashes starting episode 1

FakFak
edited 2009 Jul 31 in Technical Support
I'm using beta 6.3 to play Heretic SSR with some custom textures. The game starts normaly but, when I begin a new game (in episode 1, didn't check the others), the game crashes. I believe some textures are causing that, but I managed to pin-point one of them. Just using that is enough to crash the game.
The texture is a .png file.
What could that be?

Comments

  • Please post the contentes of your doomsday.out file
  • Is it an external png or an in wad png. Dday currently doesn't support png files in a wad.

    However, according to the CIA log, that may change in the near future.
  • The image is a .png file, not inside a .wad (I don't even know how to do that :D ), inside a .zip fle called 'data.zip'.

    This is deng output:
    Z_Create: New 32.0 MB memory volume.
    Con_Init: Initializing the console.
    Executable: Version 1.9.0-beta6.3 Jun  8 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 9800 GT/PCI/SSE2/3DNOW!
      Version: 3.0.0
      GLU Version: 1.2.2.0 Microsoft Corporation
      Available Texture units: 4
      Maximum Texture Size: 8192
      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_buffer_float     
        GL_ARB_depth_texture           GL_ARB_draw_buffers           
        GL_ARB_draw_instanced          GL_ARB_fragment_program       
        GL_ARB_fragment_program_shadow GL_ARB_fragment_shader        
        GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
        GL_ARB_framebuffer_object      GL_ARB_geometry_shader4       
        GL_ARB_imaging                 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_shadow                  GL_ARB_shader_objects         
        GL_ARB_shading_language_100    GL_ARB_texture_border_clamp   
        GL_ARB_texture_buffer_object   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_texture_rg              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_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_bindable_uniform       
        GL_EXT_depth_bounds_test       GL_EXT_direct_state_access    
        GL_EXT_draw_buffers2           GL_EXT_draw_instanced         
        GL_EXT_draw_range_elements     GL_EXT_fog_coord              
        GL_EXT_framebuffer_blit        GL_EXT_framebuffer_multisample
        GL_EXT_framebuffer_object      GL_EXTX_framebuffer_mixed_form
        GL_EXT_framebuffer_sRGB        GL_EXT_geometry_shader4       
        GL_EXT_gpu_program_parameters  GL_EXT_gpu_shader4            
        GL_EXT_multi_draw_arrays       GL_EXT_packed_depth_stencil   
        GL_EXT_packed_float            GL_EXT_packed_pixels          
        GL_EXT_pixel_buffer_object     GL_EXT_point_parameters       
        GL_EXT_provoking_vertex        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_array           GL_EXT_texture_buffer_object  
        GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
        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_integer         GL_EXT_texture_lod            
        GL_EXT_texture_lod_bias        GL_EXT_texture_mirror_clamp   
        GL_EXT_texture_object          GL_EXT_texture_sRGB           
        GL_EXT_texture_swizzle         GL_EXT_texture_shared_exponent
        GL_EXT_timer_query             GL_EXT_vertex_array           
        GL_EXT_vertex_array_bgra       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_buffer_float       GL_NV_conditional_render      
        GL_NV_depth_clamp              GL_NV_explicit_multisample    
        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_framebuffer_multisample_ GL_NV_geometry_shader4        
        GL_NV_gpu_program4             GL_NV_half_float              
        GL_NV_light_max_exponent       GL_NV_multisample_coverage    
        GL_NV_multisample_filter_hint  GL_NV_occlusion_query         
        GL_NV_packed_depth_stencil     GL_NV_parameter_buffer_object 
        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_transform_feedback      
        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_NV_vertex_buffer_unified_me GL_NV_shader_buffer_load      
        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_pixel_format_float     WGL_ARB_render_texture        
        WGL_ATI_pixel_format_float     WGL_ARB_create_context        
        WGL_EXT_extensions_string      WGL_EXT_framebuffer_sRGB      
        WGL_EXT_pixel_format_packed_fl WGL_EXT_swap_control          
        WGL_NV_float_buffer            WGL_NV_multisample_coverage   
        WGL_NV_render_depth_texture    WGL_NV_render_texture_rectangl
    DGL Configuration:
      NPOT Textures: Disabled
      Texture Compression: Enabled
      Variable Texture Anisotropy: Enabled
      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.
    Sys_InitMixer: Realtek HDA Primary output
      Driver: SDLMixer
    Sfx_Init: Initializing...
    Sfx_InitChannels: 16 channels.
    S_Init: OK.
    Parsing configuration files.
    W_Init: Init WADfiles.
    W_AddFile: E:\Jogos\Doomsday\data\doomsday.pk3
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\jheretic.pk3
    W_AddFile: E:\Jogos\Doomsday\snowberry\addons\data.zip        <-- The image is inside this file
    W_AddFile: E:\Jogos\Doomsday\wads\heretic ssr.wad
      IWAD identification: 00ea102d
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\e2endpcx.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fonta00.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fonta60.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fonta61.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fonta62.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fonta63.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fontb00.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fontb59.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fontb60.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fontb61.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fontb62.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\fontb63.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\mapmask.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\menufog.lmp
    W_AddFile: E:\Jogos\Doomsday\data\jheretic\auto\.basedata\pal18to8.lmp
    Reading definition file: E:\Jogos\Doomsday\defs\doomsday.ded
    Reading definition file: E:\Jogos\Doomsday\defs\jheretic\jheretic.ded
    Definitions:
      128 sprite names
     1222 states
      161 things
       12 lights
      142 sound effects
       22 songs
      162 text strings
        1 particle generators
        2 animation groups
        4 surface decorations
        8 surface materials
       49 map infos
        3 skies
        6 finales
    B_Init: Init bindings.
    Binding 2 created.
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    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"...
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    R_Init: Init the refresh daemon.
    Net_InitGame: Initializing game data.
    R_InitRefresh: Loading data for referesh.
    P_Init: Init Playloop state.
    P_InitPicAnims: Registering default animations...
    P_InitTerrainTypes: Material 'FLTWAWA1' linked to terrain type 'Water'.
    P_InitTerrainTypes: Material 'FLTFLWW1' linked to terrain type 'Water'.
    P_InitTerrainTypes: Material 'FLTLAVA1' linked to terrain type 'Lava'.
    P_InitTerrainTypes: Material 'FLATHUH1' linked to terrain type 'Lava'.
    P_InitTerrainTypes: Material 'FLTSLUD1' linked to terrain type 'Sludge'.
    Hu_LoadData: Setting up heads up display.
    ST_Init: Init status bar.
    Hu_MenuInit: Init miscellaneous info.
    AM_Init: Init automap.
    ----------------------------------------------------------------------
    Heretic: Shadow of the Serpent Riders Startup
    ----------------------------------------------------------------------
    R_InitModels: Initializing MD2 models.
    R_InitModels: Done in 0.00 seconds.
    P_LoadMap: "E1M1"
    convertMap: Attempting conversion of "E1M1".
    WadMapConverter::Convert: Attempting map conversion...
    WadMapConverter::Convert: DOOM map format.
    BSP_Build: Built 384 Nodes, 385 Subsectors, 1876 Segs, 908 Vertexes
      Balance +1 (l13 - r12).
     Build subsector tables...
     Build line tables...
    convertMap: Successful.
    R_InitLinks: Initializing
    P_SpawnPlayer: spawning player 0, col=0.
    P_SpawnPlayer: spawning player 0, col=0.
    
  • So, no ideas what that could be? I'm sure it crashes when loading the .png.
    I have the file if anyone wants to test.
  • Firstly, please ensure the version of Doomsday you are using is current. Go into your Doomsday /bin directory and ensure that the modified date of Doomsday.exe is June 8th 2009 (we had to re-release to due a serious issue in the initial release). If it is not, you should re-download Doomsday and reinstall. Note that 1.9.0-beta6.4 will be released imminently so you may wish to wait for that.

    If after doing the above you still get the same problem with this addon, please submit a new bug report at our tracker but make sure to attach the addon "data.zip" to the report so we can test.
  • Yes, it is that latest version.
    The data.zip contains only a .png file. The strange thing is: I can view it normally with the Windows image viewer, GIMP and IrfanView, but deng crashes.
    If I open it with GIMP and re-save, deng doesn't crash. I imagine there is some header info or something like that that is modified when saved and each program writes different stuff.

    But anyway, I'll wait for the next release.
  • If that is the case then waiting for the next release is unnecessary. Clearly whatever program that was used to create this png file is using a format that Doomsday doesn't understand. Please submit a bug report with the png in question attached to it and we'll look into the problem.
  • Ok...how do I do that?
  • Ok then...the bug report is posted with the file.
  • The issue has now been fixed for beta6.4. Details in the SF.net bug report.
  • Hi, I tried Doomsday Engine for the first time yesterday (with Heretic) and I also was crashing when I went to load a map (in-game from the menu). I got Beta 4 working (with DirectX instead of OpenGL). But today I wanted to try Beta 6.4 again, so I uninstalled and re-installed. Same problem, and no obvious way to use Direct3D.

    I have an ATI card, a 4870. I went into the options, and narrowed down the problem. It was the "Catalyst AI" setting. I had to set it to "Disabled", then the map loads up fine! I've always had this enabled for all the games I play. And I had it enabled when it was working in DirectX. Perhaps its a problem on the ATI side, with OpenGL. I can't say I've even used OpenGL before on this graphics card.

    I think I saw the original posted was using an Nvidia card. Maybe there is a similar setting (it's a smart anti-aliasing setting) that he can change to get it to work.

    Hope this helps either (or both) the devs and the poster.

    *Codone*

    EDIT -- to be more specific, I didn't "crash" actually.. after I hit "Bringest thou onest" skill level, the engine brought up the animated "Progress circle" and showed "Loading" in the middle. Then it just froze up. I had to kill the Doomsday engine task. If you'd like, i can post the "OUT" file for debugging from the "crash".
  • Please submit a new bug report detailing your system configuration including video driver version and the name of this driver feature you were attempting to change that resulted in Doomsday locking up during startup. Also, please attach to that report a copy of your doomsday.out from a session ran under the problem configuration.
  • Submitted!
  • The original was a problem when loading external PNGs that crashed the game with some textures, but it has been corrected in the last beta.
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