1.9.7 Candidate Testing

edited 2012 Mar 2 in General
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.
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Comments

  • I still can't get Ultimate Doom to run. It hangs after the initial loading screen and doesn't do anything, and I have to shut the game down improperly by ending the task in windows. I can't test anything else until I can actually get it to run.

    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...
    
  • Quick question - was the way that control configurations are dealt with changed in the latest builds?

    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?
  • What's the file size, date stamp and MD5 of your Iwad; just to make sure you haven't accidently modified your Iwad?

    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.
  • The file size is 12,408,292, and was created/modified 5/25/1995.

    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.
  • Oh, I just found this thread. I was posting in the News thread. I'll post my problem here also, in case it was missed in the other thread.

    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...
    
  • Quick question - was the way that control configurations are dealt with changed in the latest builds?

    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?
    There was a bug in 365 and 367 which incorrectly interpreted the -userdir argument resulting in the runtime directory being one level higher than it should have been. You may find that you have some extraneous configs there which can now be deleted.

    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).
    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.
    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.
  • Ok, here is the result:
    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"?
  • edited 2012 Jan 10
    http://doom.wikia.com/wiki/Hacx

    The new builds (365 onward) of Doomsday, support HacX as an Iwad like the ports mentioned at the above wiki link.
  • HacX is the name of a (once)Doom2 TC that went standalone a while back. Doomsday introduced support for this game, as well as Chex Quest in 1.9.7 build 365.

    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?
  • Ah, so HacX resources are loaded even if you don't have it installed? Because I certainly don't have it installed.

    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.
  • Doomsday does not load any resources for HacX unless you try to play it. However, Doomsday will always search the system on the paths you provide for resources needed to play any supported game, regardless whether you intend to play it or not. This forms part of the new "ringzero" functionality in which you can dynamically change game from the console at runtime.

    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.
  • I moved Doom.wad out of the folder, and the game did the exact same thing as before. How is it that there are no errors in doomsday.out for a missing Doom.wad file? Or does it check for the WAD file after loading HacX resources?

    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"...
    
  • Correct, the reason you see no errors logged about a missing doom.wad is because the engine hasn't even reached that point yet.

    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.
  • Hello, first and foremost, thanks for keeping this wonderful project alive and nearing a new release.
    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?
  • Same error here. Everithing works fin until i try to load Jdrp. Models don´t load, fonts seem all messed up and when i play Doom II, i get the Plutonia Experiment title screen :D . This appen sice build 367. I´ve already tried a clean install and always the same error.
  • Snowberry would revert the IWAD path when I tried to change it within snowberry, so I modified Doom1-Ultimate.prof and it worked.

    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
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        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
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        GL_NV_register_combiners2
        GL_NV_texgen_reflection
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        GL_NV_texture_compression_vtc
        GL_NV_texture_env_combine4
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        GL_NV_texture_shader2
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        GL_NV_vertex_program2_option
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        GL_OES_rgb8_rgba8
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        GL_OES_texture_half_float_linear
        GL_OES_texture_npot
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        GL_SGIS_generate_mipmap
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        GL_SGIX_depth_texture
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        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
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        WGL_ARB_pixel_format
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        WGL_ARB_render_texture
        WGL_ATI_pixel_format_float
        WGL_EXT_extensions_string
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        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...
    
  • I believe a mod either changed the title of the release thread, or moved the location, because I couldn't find it earlier, either. It is now located in the general topics forum, and can be found here:
    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.
  • Indeed, that is what I was expecting. Evidently there is an issue with putting the iwads into Doomsday's install folder atm, I'll see whats going on...

    For now, put your iwads somewhere else and point Snowberry to the new location. That should workaround this issue for you.
  • Yup, I can confirm that fixed the issue. However, I'm sure you are aware that none of the resource packs work still, right? I'll refrain from playtesting anything until this issue is fixed.

    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
  • Yes, we are aware that addon loading is broken atm, it is top of our todo list.
  • DaniJ wrote:
    Yes, we are aware that addon loading is broken atm, it is top of our todo list.

    I saw that, but just wanted to make sure it was the same issue. ;)
  • Yeah, those kinds of show stopper bugs and not being able to load addons isn't acceptable. I best wait 'til they get fixed. Hopefully it will be quick :)
  • Wanted to get back at my controls question from earlier. Decided to completely reinstall Doomsday Build 369 on my machine (and I completely removed all DE-related folders after installation too).

    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.
  • I just use Pinnicle game profiler. I never could effectively use the control features that Doomsday has laid down. I'm better off mapping my buttons to the keyboard, it seems. I been playing Doomsday like that since around the time I discovered it in 2006.
  • Is this an issue that's on the to-do list? If it's there, I'm not identifying it, but from what I'm seeing it may be fixed.

    Anyhow, it's the automap zoom level.

    When you start out a new game, you have a pretty decent view, as in this screenshot:

    OHpVFl.jpg

    But then you finish the map (E1M1), and then advance to the next (E1M2):

    wcyrXl.jpg

    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?
  • It would be too bad if the mapname was missing from the automap from now on. Actually, I was going to request that the map number also be shown before the map name. For example, "E2M1: Deimos Anomaly". Or at the very least, it would be nice to have a command that shows what level you are on, like "map-number". I know there is a command like "map-name" that shows the name of the map, but there is no way to see the map number currently.

    When playing a user-made megawad, it would be nice to know which map I'm on.
  • I'm not sure where to post issues with the new builds now (seeing as there are threads talking about issues in the new builds in several sub forums now), so I'll post in the tech forum.

    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.
  • Thus far while playing Heretic E4M1, I have noticed more than one Sabreclaw caught by the edge of the crusher continuing to move while visibly being crushed (the blood spray) and a Disciple caught by the edge of the crusher being pushed completely through and the floor and out again as the crusher lowered and raised respectively (i.e. at least his sprite went down and through the floor and up again).
  • edited 2012 Jan 12
    EDIT: Delete me.
  • Vermil wrote:
    I'm not sure where to post issues with the new builds now (seeing as there are threads talking about issues in the new builds in several sub forums now)
    Let's keep as much of the feedback/bug reports here so they're easier to follow.
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