[Solved]Doomsday + Hexen + DoomBuilder2

Hello.
I want to map for jHexen and im using DoomBuilder2 version 2.1.0.1356 and Doomsday 1.9.0-beta6.9.
But everytime i try to load my simple "1 room, 1 player start"-map, the engine crashes. it works fine if i map with DCK and the doomsday.out file ends when the bsp are build, so i thought its the bsp compiler. tried every available option in doombuilder, but nothing seems to help. heres what the doomsday.out says:
Z_Create: New 32.0 MB memory volume.
Con_Init: Initializing the console.
Executable: Version 1.9.0-beta6.9 Apr  7 2010 (DGL).
Sys_InitWindowManager: Using Win32 window management.
Z_Create: New 32.0 MB memory volume.
createContext: OpenGL.
OpenGL information:
  Vendor: NVIDIA Corporation
  Renderer: GeForce GTX 285/PCI/SSE2
  Version: 3.2.0
  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_compatibility          
    GL_ARB_copy_buffer             GL_ARB_depth_buffer_float     
    GL_ARB_depth_clamp             GL_ARB_depth_texture          
    GL_ARB_draw_buffers            GL_ARB_draw_elements_base_vert
    GL_ARB_draw_instanced          GL_ARB_fragment_coord_conventi
    GL_ARB_fragment_program        GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader         GL_ARB_framebuffer_object     
    GL_ARB_framebuffer_sRGB        GL_ARB_geometry_shader4       
    GL_ARB_half_float_pixel        GL_ARB_half_float_vertex      
    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_provoking_vertex        GL_ARB_seamless_cube_map      
    GL_ARB_shader_objects          GL_ARB_shading_language_100   
    GL_ARB_shadow                  GL_ARB_sync                   
    GL_ARB_texture_border_clamp    GL_ARB_texture_buffer_object  
    GL_ARB_texture_compression     GL_ARB_texture_compression_rgt
    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_multisample    
    GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle      
    GL_ARB_texture_rg              GL_ARB_transpose_matrix       
    GL_ARB_uniform_buffer_object   GL_ARB_vertex_array_bgra      
    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_bindable_uniform        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_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_EXTX_framebuffer_mixed_form GL_EXT_framebuffer_object     
    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_shader_objects
    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_shared_exponent GL_EXT_texture_sRGB           
    GL_EXT_texture_swizzle         GL_EXT_timer_query            
    GL_EXT_transform_feedback2     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_conditional_render      
    GL_NV_copy_depth_to_color      GL_NV_copy_image              
    GL_NV_depth_buffer_float       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_parameter_buffer_object2
    GL_NV_pixel_data_range         GL_NV_point_sprite            
    GL_NV_primitive_restart        GL_NV_register_combiners      
    GL_NV_register_combiners2      GL_NV_shader_buffer_load      
    GL_NV_texgen_reflection        GL_NV_texture_barrier         
    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_transform_feedback2      GL_NV_vertex_array_range      
    GL_NV_vertex_array_range2      GL_NV_vertex_buffer_unified_me
    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_NVX_gpu_memory_info         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_create_context        
    WGL_ARB_create_context_profile 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_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.
I_InitJoystick: Saitek X52 Flight Controller
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: E:\Hexen\!Doomsday\data\doomsday.pk3
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\jhexen.pk3
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\HEXEN.WAD
  IWAD identification: 014e5860
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\armslot1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\armslot2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\armslot3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\armslot4.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\chain.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\chain2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\chain3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fonta00.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fonta61.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fonta62.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fonta63.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fonta64.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fontb00.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fontb59.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fontb60.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fontb61.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fontb62.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\fontb63.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot4.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot5.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot6.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot7.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot8.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslot9.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslota.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\keyslotb.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegem.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc4.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc5.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc6.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc7.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmc8.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmf2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmf3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmf4.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmf5.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmf6.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmf7.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmf8.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm4.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm5.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm6.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm7.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\lifegmm8.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\mapmask.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\menufog.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\pal18to8.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\travlpic.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpfull0.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpfull1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpfull2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecec1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecec2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecec3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecef1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecef2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecef3.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecem1.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecem2.lmp
W_AddFile: E:\Hexen\!Doomsday\data\jhexen\auto\.basedata\wpiecem3.lmp
W_AddFile: E:\Hexen\!Mod\4.wad
Reading definition file: E:\Hexen\!Doomsday\defs\doomsday.ded
Reading definition file: E:\Hexen\!Doomsday\defs\jhexen\jhexen.ded
Definitions:
  300 sprite names
 2848 states
  400 things
   62 lights
  245 sound effects
   39 songs
  159 text strings
   13 surface decorations
   30 surface materials
    9 finales
B_Init: Init bindings.
B_BindCommand: Deleting binding 41, it has been overridden by binding 114.
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 0.00 seconds.
Net_InitGame: Initializing game data.
P_Init: Init Playloop state.
P_InitTerrainTypes: Material 'X_005' linked to terrain type 'Water'.
P_InitTerrainTypes: Material 'X_001' linked to terrain type 'Lava'.
P_InitTerrainTypes: Material 'X_009' linked to terrain type 'Sludge'.
P_InitTerrainTypes: Material 'F_033' linked to terrain type 'Ice'.
Hu_LoadData: Setting up heads up display.
ST_Init: Init status bar.
Hu_MenuInit: Init miscellaneous info.
AM_Init: Init automap.
----------------------------------------------------------------------
Hexen
----------------------------------------------------------------------
Parsing SNDINFO...
SN_InitSequenceScript: Registering sound sequences.
P_LoadMap: "MAP01"
convertMap: Attempting conversion of "MAP01".
WadMapConverter::Convert: Attempting map conversion...
WadMapConverter::Convert: Hexen map format.
BSP_Build: Built 0 Nodes, 1 Subsectors, 4 Segs, 4 Vertexes
 Build subsector tables...
 Build line tables...

could someone help me plz, im sick of using DCK.
thx in advance

Comments

  • Hello.
    I want to map for jHexen and im using DoomBuilder2 version 2.1.0.1356 and Doomsday 1.9.0-beta6.9.
    But everytime i try to load my simple "1 room, 1 player start"-map, the engine crashes. it works fine if i map with DCK and the doomsday.out file ends when the bsp are build, so i thought its the bsp compiler. tried every available option in doombuilder, but nothing seems to help. heres what the doomsday.out says:
    I think it'd help if you upload your test map.
  • no problem. here it is.
  • looks like nobody can help me with this.
    anyway, thx to everybody who had a look at it. guess its back to dck for me then :(.
  • I've not actually tested your map but I can tell from the log output that the reason is - the map is just a single square sector. Consequently there is only a single subsector and no BSP nodes at all being built.

    This is a known issue in recent Doomsday Betas that will be addressed for the upcoming Beta6.10 release.

    In the meantime all you need to do is add another sector (or split the existing one) in your test map.
  • thank you!
    such a simple solution. well, i had to add an empty script to the map, or else doomsday stops at "Load ACS scripts", but it didnt take me a minute to solve that problem.

    everything works now and i can finally uninstall DCK. thank you very much.
  • All Hexen format maps require a BEHAVIOR lump, even if its empty. Other than resorting to heuristic analysis of the other map data - its the only way to reliably detect a Hexen format map.

    Edit: Upon inspection jHexen's current ACS bytecode interpreter failed to tolerate zero-length BEHAVIOR lumps. This has been addressed for the upcoming Beta6.10 release.
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