Buffer Overflow
Hey guys. I've been pulling my hair out for the last couple of days over this. Every time I launch Doom 2 with jDoom I get a buffer overflow error message and the utility crashes. I've tried playing with the settings and even removing all of the addons but nothing works. I get the same error every time. I have a sneaking suspicion that I'm just an idiot. Anyways, I'm running windows xp (haven't tried it on my Win 7 desktop yet) and I've got my doomsday.out file right here.
Any suggestion would be welcome. Thanks, folks.
Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.6 Jan 8 2005 (DGL).
Memory zone: 256.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: C:\Program Files\Steam\steamapps\common\doom 2\base\DOOM2.WAD
IWAD identification: 00f36acb
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jDoom\jDoom.wad
IWAD identification: 00056533
Reading definition file: Defs\Doomsday.ded
Reading definition file: Defs\jDoom\jDoom.ded
138 sprite names
974 states
140 things
8 lights
112 sound effects
68 songs
335 text strings
27 particle generators
22 animation groups
51 surface decorations
69 map infos
12 finales
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
Sys_InitTimer.
Sys_InitMixer: SigmaTel Audio
Sfx_Init: Initializing DirectSound...
DS_EAXInit: Required EAX support missing.
Sfx_InitChannels: 16 channels.
DM_WinMusInit: 1 MIDI-Out devices present.
DM_WinMusInit: MIDI initialized.
S_Init: OK.
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.00 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: OpenGL.
OpenGL: Texture compression (6 formats).
OpenGL information:
Vendor: Intel
Renderer: Intel 965/963 Graphics Media Accelerator
Version: 1.5.0 - Build 7.14.10.4926
Extensions:
GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_point_parameters GL_ARB_shadow
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_env_crossbar GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_window_pos GL_EXT_abgr
GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_ARB_texture_rectangle GL_EXT_texture_rectangle
GL_EXT_stencil_wrap GL_EXT_texture_compression_s3t
GL_EXT_texture_env_add GL_EXT_texture_env_combine
GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotro
GL_EXT_texture3D GL_3DFX_texture_compression_FX
GL_IBM_texture_mirrored_repeat GL_NV_blend_square
GL_NV_texgen_reflection GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
GL_WIN_swap_hint
GLU Version: 1.2.2.0 Microsoft Corporation
Texture units: 2
Maximum texture size: 2048
Maximum anisotropy: 2
Using anisotropic texture filtering.
Multitexturing enabled (partial).
Any suggestion would be welcome. Thanks, folks.
Comments
Where am I supposed to use this command?
How are you launching Doomsday? If you are playing it via the KickStart launcher, you can add -nosound to the custom launch options.
EDIT: Although when I open it, the title is Doomsday Engine Frontend 1.2