1.9.7 Candidate Testing
As noted in the News, we're starting preparations for releasing a new stable version of Doomsday. It is a very long time since we've done this previously, so we have plenty of cobwebs to clear and places to polish.
The Candidate phase for 1.9.7 is of particular importance as this is the first time we're doing this and thus it will likely take more work and time than it normally would. We won't be clearing the entire bug backlog (that would take way too long) -- instead, the goal is to solidify the work that we've been doing for the past several years and get it into the proper shape for mainstream use.
We are updating a to-do list of our tasks here: http://skyjake.fi/dl/public_todo_for_stable_1.9.7.txt
If you wish to participate in testing the Candidates and helping us improve the resulting Stable release, please check the todo list and see if you can find something that is obviously broken when compared to our previous releases (particularly the previous stable version 1.8.6). Like we're doing with the multiplayer debugging, you can just post your findings here in this thread. Please do not resubmit bugs that already are in the SourceForge bug tracker; we'll get to those in time.
EDIT: When reporting bugs/crashes, please include information about which OS you're using, resource packs loaded, and game & map that you were playing. It's also very helpful if you include your Doomsday.out log and run with the -v option for verbose log messages.
The Candidates are available in the Build Repository here on dengine.net.
Note that the public multiplayer servers are currently offline and will return once we've fixed the multiplayer regressions.
The Candidate phase for 1.9.7 is of particular importance as this is the first time we're doing this and thus it will likely take more work and time than it normally would. We won't be clearing the entire bug backlog (that would take way too long) -- instead, the goal is to solidify the work that we've been doing for the past several years and get it into the proper shape for mainstream use.
We are updating a to-do list of our tasks here: http://skyjake.fi/dl/public_todo_for_stable_1.9.7.txt
If you wish to participate in testing the Candidates and helping us improve the resulting Stable release, please check the todo list and see if you can find something that is obviously broken when compared to our previous releases (particularly the previous stable version 1.8.6). Like we're doing with the multiplayer debugging, you can just post your findings here in this thread. Please do not resubmit bugs that already are in the SourceForge bug tracker; we'll get to those in time.
EDIT: When reporting bugs/crashes, please include information about which OS you're using, resource packs loaded, and game & map that you were playing. It's also very helpful if you include your Doomsday.out log and run with the -v option for verbose log messages.
The Candidates are available in the Build Repository here on dengine.net.
Note that the public multiplayer servers are currently offline and will return once we've fixed the multiplayer regressions.

Comments
Doomsday.out ends with "Initializing UI subsystem...", as seen in my Doomsday.out below:
Executable: Doomsday Engine 1.9.7 [#365] (Candidate 32-bit) Dec 31 2011 16:51:20. Sys_InitWindowManager: Using Win32 window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter OpenGL information: Vendor: NVIDIA Corporation Renderer: GeForce 7800 GS/AGP/SSE2 Version: 2.1.2 Available Compressed Texture Formats: 3 Available Texture Units: 4 Maximum Texture Anisotropy: 16 Maximum Texture Size: 4096 Line Width Granularity: 0.1 Line Width Range: 0.5...10.0 Extensions: GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_locatio GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pac GL_ARB_shading_language_includ GL_ARB_shadow GL_ARB_sync 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_crossbar 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_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix 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_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_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_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_compression_dxt 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_ 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_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_line GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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_create_context_robustn 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_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangl Initializing Render subsystem... Setting up platform state... Sfx_InitChannels: 16 channels. S_Init: OK. Initializing Resource subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem...Ever since the big ringzero merge (so builds 365 and up), I've had to reconfigure my controls every time I've installed a new build. Is this a bug, or is this new behavior intended?
Dday 1.9, unlike most other ports and Dday 1.8.6, is very strict about only accepting an unmodified Iwad. The last time I accidently modified my Iwad and ran it with Dday 1.9, it froze about a quarter of the way through the loading wheel, requiring a ctrl alt delete to close.
Edit: I did yet another fresh installation, and now Ultimate Doom AND Doom2 fail to load. All I did was install Doomsday to a new folder, located Doom2.wad and Doom.wad when I started snowberry, selected my resolution of 1280x1024 and 32-bit, selected the FMOD driver, and the game hangs after the first loading screen for both games. I'm using no addons or anything. Just a fresh installation with Doom2.wad and Doom.wad.
Doomsday.out shows the same thing:
Executable: Doomsday Engine 1.9.7 [#369] (Candidate 32-bit) Jan 4 2012 12:16:35. Sys_InitWindowManager: Using Win32 window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter OpenGL information: Vendor: NVIDIA Corporation Renderer: GeForce 7800 GS/AGP/SSE2 Version: 2.1.2 Available Compressed Texture Formats: 3 Available Texture Units: 4 Maximum Texture Anisotropy: 16 Maximum Texture Size: 4096 Line Width Granularity: 0.1 Line Width Range: 0.5...10.0 Extensions: GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_locatio GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pac GL_ARB_shading_language_includ GL_ARB_shadow GL_ARB_sync 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_crossbar 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_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix 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_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_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_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_compression_dxt 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_ 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_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_line GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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_create_context_robustn 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_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangl Initializing Render subsystem... Setting up platform state... Sfx_InitChannels: 16 channels. S_Init: OK. Initializing Resource subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem...Edit #2: Actually, none of the games load. Heretic and Hexen also hang at the same spot.
None of my games work with the new build, 369. They all hang on a black screen after the first loading screen, and nothing happens after that. I have to shut the game down improperly. I double checked, and my Doom IWAD files are not modified.
I did a fresh installation, and all my games fail to load. All I did was install Doomsday to a new folder, located Doom2.wad and Doom.wad when I started snowberry, selected my resolution of 1280x1024 and 32-bit, selected the FMOD driver, and the game hangs after the first loading screen. I'm using no addons or anything. Just a fresh installation with Doom2.wad and Doom.wad.
Doomsday.out shows the same thing:
Executable: Doomsday Engine 1.9.7 [#369] (Candidate 32-bit) Jan 4 2012 12:16:35. Sys_InitWindowManager: Using Win32 window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter OpenGL information: Vendor: NVIDIA Corporation Renderer: GeForce 7800 GS/AGP/SSE2 Version: 2.1.2 Available Compressed Texture Formats: 3 Available Texture Units: 4 Maximum Texture Anisotropy: 16 Maximum Texture Size: 4096 Line Width Granularity: 0.1 Line Width Range: 0.5...10.0 Extensions: GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_locatio GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pac GL_ARB_shading_language_includ GL_ARB_shadow GL_ARB_sync 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_crossbar 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_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix 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_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_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_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_compression_dxt 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_ 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_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_line GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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_create_context_robustn 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_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangl Initializing Render subsystem... Setting up platform state... Sfx_InitChannels: 16 channels. S_Init: OK. Initializing Resource subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem...In build 367 the layout of the runtime directory changed so that configs are now stored using a revised scheme, within the ./configs subdirectory (see the upgrade notes).
Please enable the highest level of log verbosity, either from the Developer Options tab in Snowberry or using -v -v on the command line before running Doomsday and then post the resultant doomsday.out here.
There must be something peculiar about your particular setup because it seems to work fine for most others.
Executable: Doomsday Engine 1.9.7 [#369] (Candidate 32-bit) Jan 4 2012 12:16:35. Command line (19 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\DoomsdayEngine 3: -userdir 4: C:\DoomsdayEngine\snowberry\runtime 5: -sfxchan 6: 16 7: -texcomp 8: -wh 9: 1280 10: 1024 11: -game 12: doom1-ultimate 13: -iwad 14: C:\DoomsdayEngine\Doom.wad 15: -v 16: -v 17: -bpp 18: 32 Sys_InitWindowManager: Using Win32 window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter OpenGL information: Vendor: NVIDIA Corporation Renderer: GeForce 7800 GS/AGP/SSE2 Version: 2.1.2 Available Compressed Texture Formats: 3 Available Texture Units: 4 Maximum Texture Anisotropy: 16 Maximum Texture Size: 4096 Line Width Granularity: 0.1 Line Width Range: 0.5...10.0 Extensions: GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix 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_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_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_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_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage 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_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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_create_context_robustness 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_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle Initializing Render subsystem... Render configuration: Multisampling: enabled (sf:34) Multitexturing: full Texture Anisotropy: variable Texture Compression: enabled Texture NPOT: enabled Setting up platform state... Initializing Timing subsystem... Initializing Input subsystem... Initializing Audio subsystem... Initializing Sound Effects subsystem... Sfx_InitChannels: 16 channels. Sfx_StartRefresh: Driver does not require a refresh thread. Initializing Music subsystem... Music configuration: Music: FMOD/Ext CD : FMOD/CD S_Init: OK. Initializing Network subsystem... MasterWorker_Init: Starting worker thread... Sys_Init: Done in 0.15 seconds. Initializing Fonts collection... GL_LoadImageFromFile: "data\graphics\loading1.png" (256x256) GL_LoadImageFromFile: "data\graphics\loading2.png" (256x256) Uploading GL texture for font "System:normal18"... New font "System:normal18" Initializing Resource subsystem... Loading "data\doomsday.pk3"... ZipFile::readLumpDirectory: "data\doomsday.pk3" Initializing Help subsystem... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\cphelp.txt" (34988 bytes, compressed) [0 +34988] DD_InitHelp: Done in 0.00 seconds. Initializing Textures collection... Initializing Materials collection... Initializing Binding subsystem... Activating binding context 'game'... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\console18.dfn" (179214 bytes, compressed) [0 +179214] Uploading GL texture for font "System:console18"... New font "System:console18" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normal24.dfn" (280590 bytes, compressed) [0 +280590] Uploading GL texture for font "System:normal24"... New font "System:normal24" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normalbold24.dfn" (320526 bytes, compressed) [0 +320526] Uploading GL texture for font "System:normalbold24"... New font "System:normalbold24" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normallight24.dfn" (280590 bytes, compressed) [0 +280590] Uploading GL texture for font "System:normallight24"... New font "System:normallight24" Initializing InFine subsystem... Initializing UI subsystem... Con_Busy: Was busy for 0.11 seconds. Deactivating binding context 'deui'... Initializing System textures... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\graphics\loading1.png" (11683 bytes, compressed) [0 +11683] GL_LoadImageFromFile: "LOADING1" (256x256) ZipFile::ReadLumpSection: "data\doomsday.pk3:data\graphics\loading2.png" (6210 bytes, compressed) [0 +6210] GL_LoadImageFromFile: "LOADING2" (256x256) ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normal18.dfn" (185358 bytes, compressed) [0 +185358] Uploading GL texture for font "System:normal18"... Activating binding context 'deui'... Con_Busy: Was busy for 0.14 seconds. Deactivating binding context 'deui'... Locating resources for "HACX - Twitch 'n Kill"...What is "HACX - Twitch 'n Kill"?
The new builds (365 onward) of Doomsday, support HacX as an Iwad like the ports mentioned at the above wiki link.
It would appear that something is going wrong while attempting to locate resources for HacX.
Have you configured either of the DOOMWADDIR or DOOMWADPATH environment variables on your system?
I don't even know what the commands DOOMWADDIR or DOOMWADPATH are for (although judging by the name, I'd say you use them to point to the IWAD file). Just to make you feel better though, I did a keyword search using a Text Crawler program I have, and those commands do not appear in any .cfg file in my \DoomsdayEngine folder. I guess this means they aren't being used anywhere.
DOOMWADDIR and DOOMWADPATH are system environment variables which are typically used to define a set of paths to search under for DOOM addons. These paths are supported by most other source ports and as of build 365, so does Doomsday. Given your response its safe to say you haven't configured these
Try moving Doom.wad outside of your Doomsday install folder.
This should be exactly the same, but just in case:
Executable: Doomsday Engine 1.9.7 [#369] (Candidate 32-bit) Jan 4 2012 12:16:35. Command line (19 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\DoomsdayEngine 3: -userdir 4: C:\DoomsdayEngine\snowberry\runtime 5: -sfxchan 6: 16 7: -texcomp 8: -wh 9: 1280 10: 1024 11: -game 12: doom1-ultimate 13: -iwad 14: C:\DoomsdayEngine\Doom.wad 15: -v 16: -v 17: -bpp 18: 32 Sys_InitWindowManager: Using Win32 window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter OpenGL information: Vendor: NVIDIA Corporation Renderer: GeForce 7800 GS/AGP/SSE2 Version: 2.1.2 Available Compressed Texture Formats: 3 Available Texture Units: 4 Maximum Texture Anisotropy: 16 Maximum Texture Size: 4096 Line Width Granularity: 0.1 Line Width Range: 0.5...10.0 Extensions: GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix 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_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_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_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_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage 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_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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_create_context_robustness 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_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle Initializing Render subsystem... Render configuration: Multisampling: enabled (sf:34) Multitexturing: full Texture Anisotropy: variable Texture Compression: enabled Texture NPOT: enabled Setting up platform state... Initializing Timing subsystem... Initializing Input subsystem... Initializing Audio subsystem... Initializing Sound Effects subsystem... Sfx_InitChannels: 16 channels. Sfx_StartRefresh: Driver does not require a refresh thread. Initializing Music subsystem... Music configuration: Music: FMOD/Ext CD : FMOD/CD S_Init: OK. Initializing Network subsystem... MasterWorker_Init: Starting worker thread... Sys_Init: Done in 0.15 seconds. Initializing Fonts collection... GL_LoadImageFromFile: "data\graphics\loading1.png" (256x256) GL_LoadImageFromFile: "data\graphics\loading2.png" (256x256) Uploading GL texture for font "System:normal18"... New font "System:normal18" Initializing Resource subsystem... Loading "data\doomsday.pk3"... ZipFile::readLumpDirectory: "data\doomsday.pk3" Initializing Help subsystem... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\cphelp.txt" (34988 bytes, compressed) [0 +34988] DD_InitHelp: Done in 0.00 seconds. Initializing Textures collection... Initializing Materials collection... Initializing Binding subsystem... Activating binding context 'game'... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\console18.dfn" (179214 bytes, compressed) [0 +179214] Uploading GL texture for font "System:console18"... New font "System:console18" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normal24.dfn" (280590 bytes, compressed) [0 +280590] Uploading GL texture for font "System:normal24"... New font "System:normal24" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normalbold24.dfn" (320526 bytes, compressed) [0 +320526] Uploading GL texture for font "System:normalbold24"... New font "System:normalbold24" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normallight24.dfn" (280590 bytes, compressed) [0 +280590] Uploading GL texture for font "System:normallight24"... New font "System:normallight24" Initializing InFine subsystem... Initializing UI subsystem... Con_Busy: Was busy for 0.11 seconds. Deactivating binding context 'deui'... Initializing System textures... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\graphics\loading1.png" (11683 bytes, compressed) [0 +11683] GL_LoadImageFromFile: "LOADING1" (256x256) ZipFile::ReadLumpSection: "data\doomsday.pk3:data\graphics\loading2.png" (6210 bytes, compressed) [0 +6210] GL_LoadImageFromFile: "LOADING2" (256x256) ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normal18.dfn" (185358 bytes, compressed) [0 +185358] Uploading GL texture for font "System:normal18"... Activating binding context 'deui'... Con_Busy: Was busy for 0.14 seconds. Deactivating binding context 'deui'... Locating resources for "HACX - Twitch 'n Kill"...You actually need to change the -iwad path passed to Doomsday, rather than merely moving the file. In Snowberry open the game profile and change the iwad path there and try again.
I just installed today's build (369) and a number of things seem to be broken :S. I didn't post on the "candidate feedback" thread (http://dengine.net/forums/viewtopic.php?f=9&t=903) because...it isn't there.
I took a number of screenshots to illustrate.
The first error is that I get not 3D models neither with jDRP selected on the frontend or by placing it in the auto folder, this affects both Doom and Heretic, probably Hexen, but I didn't try it.
The rest of the errors pertain to using jdui-all and the jheretic resource pack.
First...when playing Doom 2, I get the Ultimate Doom title screen (in Heretic I get it with really wrong proportions, no pic of that one):
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-wrong-title.jpg
Not a big problem per se...
Second, all the text is messed up unless I disable the jdui-all (or jheretic resource pack):
Here with jdui enabled:
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-text.jpg
Here with it disabled (title screen is right, text is no longer a mess); Heretic behaves the same if I disable the resource pack:
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-right-title.jpg
Finally, it also affects gameplay itself...While sort of fixing an old bug...Using jdui in versions before this new release candidates the armour and ammo sprites were cut in half (364 and prior versions, betas and all, for as long as I can remember), armour looks right now, but ammo is way too big, also text is messed up (screenshot also illustrates that there are no 3D models where they should be):
http://i214.photobucket.com/albums/cc76/bloodbatgot/Doomsday%20Errors/doom2-hud.jpg
Doomsday.out:
Executable: Doomsday Engine 1.9.7 [#369] (Candidate 32-bit) Jan 4 2012 12:16:35. Sys_InitWindowManager: Using Win32 window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter OpenGL information: Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 5700 Series Version: 4.2.11400 Compatibility Profile Context Available Compressed Texture Formats: 20 Available Texture Units: 8 Maximum Texture Anisotropy: 16 Maximum Texture Size: 16384 Line Width Granularity: 0.1 Line Width Range: 1.0...63.0 Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessella GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_te GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lin GL_AMD_vertex_shader_tessellat GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixe GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vert GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_locatio 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_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pac GL_ARB_shading_language_packin GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_r GL_ARB_texture_compression GL_ARB_texture_compression_bpt GL_ARB_texture_compression_rgt GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_tw GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_inst GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_ GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bpt 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit 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_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control Extensions (WGL): WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectang WGL_EXT_pixel_format_packed_fl WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer Initializing Render subsystem... Setting up platform state... I_InitJoystick: C Sfx_InitChannels: 16 channels. S_Init: OK. Initializing Resource subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem... Loading game resources... IWAD identification: 00f36acb "data\jdoom\auto\.basedata\fontb032.lmp" already loaded. "data\jdoom\auto\.basedata\fontb033.lmp" already loaded. "data\jdoom\auto\.basedata\fontb034.lmp" already loaded. "data\jdoom\auto\.basedata\fontb035.lmp" already loaded. "data\jdoom\auto\.basedata\fontb036.lmp" already loaded. "data\jdoom\auto\.basedata\fontb037.lmp" already loaded. "data\jdoom\auto\.basedata\fontb038.lmp" already loaded. "data\jdoom\auto\.basedata\fontb039.lmp" already loaded. "data\jdoom\auto\.basedata\fontb040.lmp" already loaded. "data\jdoom\auto\.basedata\fontb041.lmp" already loaded. "data\jdoom\auto\.basedata\fontb042.lmp" already loaded. "data\jdoom\auto\.basedata\fontb043.lmp" already loaded. "data\jdoom\auto\.basedata\fontb044.lmp" already loaded. "data\jdoom\auto\.basedata\fontb045.lmp" already loaded. "data\jdoom\auto\.basedata\fontb046.lmp" already loaded. "data\jdoom\auto\.basedata\fontb047.lmp" already loaded. "data\jdoom\auto\.basedata\fontb048.lmp" already loaded. "data\jdoom\auto\.basedata\fontb049.lmp" already loaded. "data\jdoom\auto\.basedata\fontb050.lmp" already loaded. "data\jdoom\auto\.basedata\fontb051.lmp" already loaded. "data\jdoom\auto\.basedata\fontb052.lmp" already loaded. "data\jdoom\auto\.basedata\fontb053.lmp" already loaded. "data\jdoom\auto\.basedata\fontb054.lmp" already loaded. "data\jdoom\auto\.basedata\fontb055.lmp" already loaded. "data\jdoom\auto\.basedata\fontb056.lmp" already loaded. "data\jdoom\auto\.basedata\fontb057.lmp" already loaded. "data\jdoom\auto\.basedata\fontb058.lmp" already loaded. "data\jdoom\auto\.basedata\fontb059.lmp" already loaded. "data\jdoom\auto\.basedata\fontb060.lmp" already loaded. "data\jdoom\auto\.basedata\fontb061.lmp" already loaded. "data\jdoom\auto\.basedata\fontb062.lmp" already loaded. "data\jdoom\auto\.basedata\fontb063.lmp" already loaded. "data\jdoom\auto\.basedata\fontb064.lmp" already loaded. "data\jdoom\auto\.basedata\fontb065.lmp" already loaded. "data\jdoom\auto\.basedata\fontb066.lmp" already loaded. "data\jdoom\auto\.basedata\fontb067.lmp" already loaded. "data\jdoom\auto\.basedata\fontb068.lmp" already loaded. "data\jdoom\auto\.basedata\fontb069.lmp" already loaded. "data\jdoom\auto\.basedata\fontb070.lmp" already loaded. "data\jdoom\auto\.basedata\fontb071.lmp" already loaded. "data\jdoom\auto\.basedata\fontb072.lmp" already loaded. "data\jdoom\auto\.basedata\fontb073.lmp" already loaded. "data\jdoom\auto\.basedata\fontb074.lmp" already loaded. "data\jdoom\auto\.basedata\fontb075.lmp" already loaded. "data\jdoom\auto\.basedata\fontb076.lmp" already loaded. "data\jdoom\auto\.basedata\fontb077.lmp" already loaded. "data\jdoom\auto\.basedata\fontb078.lmp" already loaded. "data\jdoom\auto\.basedata\fontb079.lmp" already loaded. "data\jdoom\auto\.basedata\fontb080.lmp" already loaded. "data\jdoom\auto\.basedata\fontb081.lmp" already loaded. "data\jdoom\auto\.basedata\fontb082.lmp" already loaded. "data\jdoom\auto\.basedata\fontb083.lmp" already loaded. "data\jdoom\auto\.basedata\fontb084.lmp" already loaded. "data\jdoom\auto\.basedata\fontb085.lmp" already loaded. "data\jdoom\auto\.basedata\fontb086.lmp" already loaded. "data\jdoom\auto\.basedata\fontb087.lmp" already loaded. "data\jdoom\auto\.basedata\fontb088.lmp" already loaded. "data\jdoom\auto\.basedata\fontb089.lmp" already loaded. "data\jdoom\auto\.basedata\fontb090.lmp" already loaded. "data\jdoom\auto\.basedata\m_therm2.lmp" already loaded. "data\jdoom\auto\.basedata\mapmask.lmp" already loaded. "data\jdoom\auto\.basedata\menufog.lmp" already loaded. "data\jdoom\auto\.basedata\pal18to8.lmp" already loaded. "data\jdoom\auto\.basedata\sndcurve.lmp" already loaded. "data\jdoom\auto\.basedata\stcfn032.lmp" already loaded. Parsing primary config "configs\doom\game.cfg"... 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'... Parsing definition files... Definitions: 48 animation groups 5 composite fonts 10 finales 8 lights 33 map infos 4 materials 27 particle generators 3 skies 36 songs 110 sound effects 138 sprite names 974 states 51 surface decorations 366 text strings 4 texture environments 140 things ---------------------------------------------------------------------- DOOM 2: Hell on Earth ---------------------------------------------------------------------- Warning: Texture "Particle00" not found. NetSv_SendGameState: Game setup: ep1 map1 skill3 coop Loading Map "MAP01"... Map 1: Entryway Author: id Software Parsing primary config "configs\doomsday\game.cfg"... Parsing definition files... Definitions: 1 finales 4 materials Shuting down the console...Any workarounds?The game launched with the incorrect path, but showed the console with the Doomsday logo background. It looks like the game tried to find other WAD files after not locating Doom.wad, but failed since I chose a path that does not exist. I posted Doomsday.out below. Hopefully this is the result you were expecting. It did seem to get past the HacX resource line this time:
Executable: Doomsday Engine 1.9.7 [#369] (Candidate 32-bit) Jan 4 2012 12:16:35. Command line (19 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\DoomsdayEngine 3: -userdir 4: C:\DoomsdayEngine\snowberry\runtime 5: -sfxchan 6: 16 7: -texcomp 8: -wh 9: 1280 10: 1024 11: -game 12: doom1-ultimate 13: -iwad 14: C:\D\Doom.wad 15: -v 16: -v 17: -bpp 18: 32 Sys_InitWindowManager: Using Win32 window management. Initializing plugins... jDoom jHeretic jHexen dpdehread dpwadmapconverter OpenGL information: Vendor: NVIDIA Corporation Renderer: GeForce 7800 GS/AGP/SSE2 Version: 2.1.2 Available Compressed Texture Formats: 3 Available Texture Units: 4 Maximum Texture Anisotropy: 16 Maximum Texture Size: 4096 Line Width Granularity: 0.1 Line Width Range: 0.5...10.0 Extensions: GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix 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_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_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_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_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage 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_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp 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_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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_create_context_robustness 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_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle Initializing Render subsystem... Render configuration: Multisampling: enabled (sf:34) Multitexturing: full Texture Anisotropy: variable Texture Compression: enabled Texture NPOT: enabled Setting up platform state... Initializing Timing subsystem... Initializing Input subsystem... Initializing Audio subsystem... Initializing Sound Effects subsystem... Sfx_InitChannels: 16 channels. Sfx_StartRefresh: Driver does not require a refresh thread. Initializing Music subsystem... Music configuration: Music: FMOD/Ext CD : FMOD/CD S_Init: OK. Initializing Network subsystem... MasterWorker_Init: Starting worker thread... Sys_Init: Done in 0.16 seconds. Initializing Fonts collection... GL_LoadImageFromFile: "data\graphics\loading1.png" (256x256) GL_LoadImageFromFile: "data\graphics\loading2.png" (256x256) Uploading GL texture for font "System:normal18"... New font "System:normal18" Initializing Resource subsystem... Loading "data\doomsday.pk3"... ZipFile::readLumpDirectory: "data\doomsday.pk3" Initializing Help subsystem... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\cphelp.txt" (34988 bytes, compressed) [0 +34988] DD_InitHelp: Done in 0.00 seconds. Initializing Textures collection... Initializing Materials collection... Initializing Binding subsystem... Activating binding context 'game'... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\console18.dfn" (179214 bytes, compressed) [0 +179214] Uploading GL texture for font "System:console18"... New font "System:console18" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normal24.dfn" (280590 bytes, compressed) [0 +280590] Uploading GL texture for font "System:normal24"... New font "System:normal24" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normalbold24.dfn" (320526 bytes, compressed) [0 +320526] Uploading GL texture for font "System:normalbold24"... New font "System:normalbold24" ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normallight24.dfn" (280590 bytes, compressed) [0 +280590] Uploading GL texture for font "System:normallight24"... New font "System:normallight24" Initializing InFine subsystem... Initializing UI subsystem... Con_Busy: Was busy for 0.11 seconds. Deactivating binding context 'deui'... Initializing System textures... ZipFile::ReadLumpSection: "data\doomsday.pk3:data\graphics\loading1.png" (11683 bytes, compressed) [0 +11683] GL_LoadImageFromFile: "LOADING1" (256x256) ZipFile::ReadLumpSection: "data\doomsday.pk3:data\graphics\loading2.png" (6210 bytes, compressed) [0 +6210] GL_LoadImageFromFile: "LOADING2" (256x256) ZipFile::ReadLumpSection: "data\doomsday.pk3:data\fonts\normal18.dfn" (185358 bytes, compressed) [0 +185358] Uploading GL texture for font "System:normal18"... Activating binding context 'deui'... Con_Busy: Was busy for 0.14 seconds. Deactivating binding context 'deui'... Locating resources for "HACX - Twitch 'n Kill"... Game: HACX - Twitch 'n Kill - Banjo Software IdentityKey: hacx Startup resources: ! hacx.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "Chex(R) Quest"... Game: Chex(R) Quest - Digital Cafe IdentityKey: chex Startup resources: ! chex.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "Final DOOM: TNT: Evilution"... Game: Final DOOM: TNT: Evilution - Team TNT IdentityKey: doom2-tnt Startup resources: ! tnt.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "Final DOOM: The Plutonia Experiment"... Game: Final DOOM: The Plutonia Experiment - Dario Casali and Milo Casali IdentityKey: doom2-plut Startup resources: ! plutonia.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "DOOM 2: Hell on Earth"... Game: DOOM 2: Hell on Earth - id Software IdentityKey: doom2 Startup resources: ! doom2.wad or doom2f.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "Ultimate DOOM"... Game: Ultimate DOOM - id Software IdentityKey: doom1-ultimate Startup resources: ! doom.wad or doomu.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "DOOM Registered"... Game: DOOM Registered - id Software IdentityKey: doom1 Startup resources: ! doom.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "DOOM Shareware"... Game: DOOM Shareware - id Software IdentityKey: doom1-share Startup resources: ! doom1.wad - missing jdoom.pk3 - found data\jdoom\jdoom.pk3 Status: Incomplete/Not playable Locating resources for "Heretic: Shadow of the Serpent Riders"... Game: Heretic: Shadow of the Serpent Riders - Raven Software IdentityKey: heretic-ext Startup resources: ! heretic.wad - missing jheretic.pk3 - found data\jheretic\jheretic.pk3 Status: Incomplete/Not playable Locating resources for "Heretic Registered"... Game: Heretic Registered - Raven Software IdentityKey: heretic Startup resources: ! heretic.wad - missing jheretic.pk3 - found data\jheretic\jheretic.pk3 Status: Incomplete/Not playable Locating resources for "Heretic Shareware"... Game: Heretic Shareware - Raven Software IdentityKey: heretic-share Startup resources: ! heretic1.wad - missing jheretic.pk3 - found data\jheretic\jheretic.pk3 Status: Incomplete/Not playable Locating resources for "Hexen: Deathkings of the Dark Citadel"... Game: Hexen: Deathkings of the Dark Citadel - Raven Software IdentityKey: hexen-dk Startup resources: ! hexen.wad - missing ! hexdd.wad - missing jhexen.pk3 - found data\jhexen\jhexen.pk3 Status: Incomplete/Not playable Locating resources for "Hexen"... Game: Hexen - Raven Software IdentityKey: hexen Startup resources: ! hexen.wad - missing jhexen.pk3 - found data\jhexen\jhexen.pk3 Status: Incomplete/Not playable Locating resources for "Hexen 4-map Beta Demo"... Game: Hexen 4-map Beta Demo - Raven Software IdentityKey: hexen-demo Startup resources: ! hexen.wad - missing jhexen.pk3 - found data\jhexen\jhexen.pk3 Status: Incomplete/Not playable Initializing PatchComposite textures... R_InitPatchComposites: Done in 0.00 seconds. Initializing Flat textures... R_InitFlatTextures: Done in 0.00 seconds. Initializing Sprite textures... R_InitSpriteTextures: Done in 0.00 seconds. Parsing definition files: Processing 'defs\doomsday.ded'... ZipFile::ReadLumpSection: "data\doomsday.pk3:defs\doomsday.ded" (152 bytes, compressed) [0 +152] ZipFile::ReadLumpSection: "data\doomsday.pk3:defs\flags.ded" (8884 bytes, compressed) [0 +8884] ZipFile::ReadLumpSection: "data\doomsday.pk3:defs\xg.ded" (12598 bytes, compressed) [0 +12598] ZipFile::ReadLumpSection: "data\doomsday.pk3:defs\materials.ded" (1119 bytes, compressed) [0 +1119] ZipFile::ReadLumpSection: "data\doomsday.pk3:defs\finales.ded" (356 bytes, compressed) [0 +356] Done in 0.01 seconds. Definitions: 0 animation groups 0 composite fonts 0 detail textures 1 finales 0 lights 0 line types 0 map infos 4 materials 0 models 0 particle generators 0 skies 0 sector types 0 songs 0 sound effects 0 sprite names 0 states 0 surface decorations 0 surface reflections 0 text strings 0 texture environments 0 things Initializing Sprites... buildSpriteRotations: Done in 0.00 seconds. R_InitSprites: Done in 0.00 seconds. Initializing Models... R_InitModels: Done in 0.00 seconds. Automatic game selection failed. Registered Games: Key: '!'= Incomplete/Not playable '*'= Loaded ---------------------------------------------------------------------- ! chex Chex(R) Quest (Digital Cafe) ! doom2 DOOM 2: Hell on Earth (id Software) ! doom1 DOOM Registered (id Software) ! doom1-share DOOM Shareware (id Software) ! doom2-plut Final DOOM: The Plutonia Experiment (Dario Casali and Milo Casali) ! doom2-tnt Final DOOM: TNT: Evilution (Team TNT) ! hacx HACX - Twitch 'n Kill (Banjo Software) ! heretic Heretic Registered (Raven Software) ! heretic-share Heretic Shareware (Raven Software) ! heretic-ext Heretic: Shadow of the Serpent Riders (Raven Software) ! hexen Hexen (Raven Software) ! hexen-demo Hexen 4-map Beta Demo (Raven Software) ! hexen-dk Hexen: Deathkings of the Dark Citadel (Raven Software) ! doom1-ultimate Ultimate DOOM (id Software) ---------------------------------------------------------------------- 0 of 14 games playable. Use the 'load' command to load a game. For example: "load gamename". ZipFile::ReadLumpSection: "data\doomsday.pk3:data\graphics\background.pcx" (254485 bytes, compressed) [0 +254485] GL_LoadImageFromFile: "BACKGROU" (512x512) MasterWorker_Shutdown: Waiting for thread to stop... Shuting down the console...http://dengine.net/forums/viewtopic.php?f=9&t=905
I also had all the same bugs you guys mentioned, whenever I was actually able to run Doom2 once. However, since that one time of running the game, I haven't been able to run it since, because the game freezes. Dani is currently trying to help me on the issue.
For now, put your iwads somewhere else and point Snowberry to the new location. That should workaround this issue for you.
In case you haven't noticed, a couple of people over in the News section could not find this thread. They talk about the same bugs with the resource packs that I've noticed:
http://www.dengine.net/forums/viewtopic ... 9&start=40
I saw that, but just wanted to make sure it was the same issue.
This means that I shouldn't have any control configuration problems in future builds of Doomsday (and eventually, final releases) for the time being, right?
Also, when you say "add-ons", that term also extends out to PWADs, right? I can get PWADs like Alien Vendetta to load, but DE crashes upon starting a new game, for example.
Anyhow, it's the automap zoom level.
When you start out a new game, you have a pretty decent view, as in this screenshot:
But then you finish the map (E1M1), and then advance to the next (E1M2):
As you can see, it's way too zoomed in. And this happens when you finish one map and advance to the next.
Also, I just noticed looking at those screenshots that the map titles are no longer there. That a regression or no?
When playing a user-made megawad, it would be nice to know which map I'm on.
Seems to be a major difference in moving from one foot clipped sector to another foot clipped sector of a lower height, in the new builds vs Vanilla Heretic and 1.8.6 (I'll just say 'Vanilla' to refer to both from now on).
The waterfall at the start of E3M3 of Heretic is a good place to test this; in Vanilla, I get a tiny step up when I begin to fall, but in the new builds I step up about 16 unit's before I have moved far enough over the waterfall to fall. I'm also not sure, but I seem to step up quite a high distance in the new builds as well (i.e. it doesn't seem like it's just 4 units). Given that you fall immediately after the step up in Vanilla, I can't really tell how high I step up in Vanilla.
I believe the step up when you move over an edge between two foot clipped sectors of different heights was probably a bug in the original game, but in the new Dday builds the bug has gone from negiable, to comparatively huge.