Doomsday.exe crashes on start-up [Intel 4 Series Express]
When I try to launch Doomsday by clicking on 'Play' in the Engine Frontend 1.6, Windows reports "Doomsday.exe. has stopped working" and later "Data Execution Prevention has closed Doomsday".
A previous version of Doomsday engine worked on the same computer. The problem started when I upgraded to a more recent version of Doomsday a few months ago (foolishly not keeping a copy of the working version). I hope you can help me because I used to enjoy playing Doom in this engine.
My computer is a Dell Inspiron 1545 laptop:
Intel(R) Graphics Media Accelerator Driver for Mobile Report
Report Date: 12/15/2013
Report Time[hr:mm:ss]: 18:57:46
Driver Version: 7.15.10.1637
Operating System: Windows Vista (TM) Home Premium* , Service Pack 2 (6.0.6002)
Default Language: English
DirectX* Version: 10.0
Physical Memory: 3031 MB
Minimum Graphics Memory: 32 MB
Maximum Graphics Memory: 1291 MB
Graphics Memory in Use: 98 MB
Processor: x86 family 6 Model 15 Stepping 13
Processor Speed: 2161 MHZ
Vendor ID: 8086
Device ID: 2A42
Device Revision: 07
Accelerator in Use: Mobile Intel(R) 4 Series Express Chipset Family
Video BIOS: 1706.0
Current Graphics Mode: 1366 by 768 True Color (60 Hz)
Incidentally, C:\Program Files\Doomsday\Bin\plugins\audio_openal.dll does exist on my computer. I have checked. I even renamed 'bin' as 'Bin' in case the file path is being treated as case-sensitive for some bizarre reason.
Please help me if you can.
A previous version of Doomsday engine worked on the same computer. The problem started when I upgraded to a more recent version of Doomsday a few months ago (foolishly not keeping a copy of the working version). I hope you can help me because I used to enjoy playing Doom in this engine.
My computer is a Dell Inspiron 1545 laptop:
Intel(R) Graphics Media Accelerator Driver for Mobile Report
Report Date: 12/15/2013
Report Time[hr:mm:ss]: 18:57:46
Driver Version: 7.15.10.1637
Operating System: Windows Vista (TM) Home Premium* , Service Pack 2 (6.0.6002)
Default Language: English
DirectX* Version: 10.0
Physical Memory: 3031 MB
Minimum Graphics Memory: 32 MB
Maximum Graphics Memory: 1291 MB
Graphics Memory in Use: 98 MB
Processor: x86 family 6 Model 15 Stepping 13
Processor Speed: 2161 MHZ
Vendor ID: 8086
Device ID: 2A42
Device Revision: 07
Accelerator in Use: Mobile Intel(R) 4 Series Express Chipset Family
Video BIOS: 1706.0
Current Graphics Mode: 1366 by 768 True Color (60 Hz)
Application path: C:\Program Files\Doomsday\Bin\Doomsday.exe
Enabled log entry level: MESSAGE
Created a new 32.0 MB memory volume.
Config::read: Detected new build: 991 => 1006
Executable: Doomsday Engine 1.12.0 (Stable 32-bit #1006) Oct 3 2013 06:45:02.
Command line (13 strings):
0: ..\Bin\Doomsday.exe
1: -basedir
2: C:\Program Files\Doomsday/
3: -sfxchan
4: 16
5: -fullscreen
6: -notexcomp
7: -game
8: doom1-ultimate
9: -iwad
10: C:\Program Files\Doom Builder 2\DOOMU.WAD
11: -userdir
12: C:\Users\Christopher.Owner-PC\Documents\Doomsday Frontend\runtime/
Loading shader definitions from read-only archive entry "data/shaders.dei" at path "/data/
doomsday.pk3/data/shaders.dei" (out of archive in read-only native file "(basedir)\data\
doomsday.pk3")
Initializing plugins...
Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot
load library C:\Program Files\
Doomsday\Bin\plugins\audio_openal.dll:
The specified module could not be
found.
loadPlugin: Did not load "/bin/audio_openal.dll" ([LoadError] (Library::Library) Cannot
load library C:\Program Files\Doomsday\Bin\plugins\audio_openal.dll: The
specified module could not be found.).
(id:1) dehread
(id:2) doom
(id:3) heretic
(id:4) hexen
(id:5) wadmapconverter
Incidentally, C:\Program Files\Doomsday\Bin\plugins\audio_openal.dll does exist on my computer. I have checked. I even renamed 'bin' as 'Bin' in case the file path is being treated as case-sensitive for some bizarre reason.
Please help me if you can.
Comments
Could you try installing that in a separate folder and seeing if it works? If it does, please post its doomsday.out here as there might be some clues there.
While Dday allows one to upgrade installations; configs and such from older versions of the engine may not actually be compatible with newer versions in all cases. The configs are also shared by all versions of Dday installed on your computer. Hence, Have you tried deleting your profiles and configs from the Doomsday frontend folder?
Have you in avertedly modified your Iwad (check the timestamp)?
I believe Dday is more tolerant these days, but historically, it would hang when presented with a modified Iwad.
The next lines in a non-verbose out file are:
Joystick_Init: M
Starting GuiApp event loop...
Canvas: Gained focus.
OpenGL information:
Thus, are you running Dday with a gamepad plugged in these days. Have you upgraded your video card drivers?
Executable: Doomsday Engine 1.10.4 (Stable 32-bit #939) Jul 28 2013 09:02:44. Command line (13 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\Program Files\Doomsday1_10_4_0/ 3: -sfxchan 4: 16 5: -fullscreen 6: -notexcomp 7: -game 8: doom1-ultimate 9: -iwad 10: C:\Program Files\Doom Builder 2\DOOMU.WAD 11: -userdir 12: C:\Users\Christopher.Owner-PC\Documents\Doomsday Frontend\runtime/ Window::initialize: Using Qt window management. Initializing plugins... Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot load library C:\Program Files\ Doomsday1_10_4_0\Bin\plugins\ audio_openal.dll: The specified module could not be found. loadPlugin: Did not load "/bin/audio_openal.dll" ([LoadError] (Library::Library) Cannot load library C:\Program Files\Doomsday1_10_4_0\Bin\plugins\audio_openal.dll: The specified module could not be found.). (id:1) dehread (id:2) doom (id:3) heretic (id:4) hexen (id:5) wadmapconverter Starting GuiApp event loop... Display mode has changed. Canvas: Gained focus. OpenGL information: Vendor: Intel Renderer: Intel Cantiga Version: 2.0.0 - Build 7.15.10.1637 Available Compressed Texture Formats: 6 Available Texture Units: 8 Maximum Texture Anisotropy: 2 Maximum Texture Size: 2048 Line Width Granularity: 0.5 Line Width Range: 0.0...7.5 Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FX GL_EXT_texture_filter_anisotro GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3t GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_tw GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object Extensions (WGL): WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control Initializing Render subsystem... Setting up platform state... FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013. Audio configuration (by decreasing priority): CD : FMOD/CD Music: FMOD/Ext SFX : FMOD Sfx_InitChannels: 16 channels. Initializing Resource subsystem... Initializing Texture subsystem... Initializing Material subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem... Locating "HACX - Twitch 'n Kill"... Locating "Chex(R) Quest"... Locating "Final DOOM: TNT: Evilution"... Locating "Final DOOM: The Plutonia Experiment"... Locating "DOOM 2: Hell on Earth"... Locating "Ultimate DOOM"... Locating "DOOM Registered"... Locating "DOOM Shareware"... Locating "Heretic: Shadow of the Serpent Riders"... Locating "Heretic Registered"... Locating "Heretic Shareware"... Locating "Hexen: Deathkings of the Dark Citadel"... Locating "Hexen"... Locating "Hexen v1.0"... Locating "Hexen 4-map Demo"... Locating "Hexen 4-map Beta Demo"... Loading game resources... IWAD identification: 00db003a Found an update: 1.12.2 (Build 1036) Canvas: Lost focus. ^ : Gained focus. ^ : Lost focus. ^ : Gained focus. ^ : Lost focus. ^ : Gained focus. ^ : Lost focus. Display mode has changed. Canvas: Gained focus. Display mode has changed. loadCompositeTextureDefs: Loaded all 125 texture definitions from "C:\Program Files\Doom Builder 2\DOOMU.WAD:(basedir)\TEXTURE1.lmp". ^ : Loaded all 162 texture definitions from "C:\Program Files\Doom Builder 2\DOOMU.WAD: (basedir)\TEXTURE2.lmp". R_InitCompositeTextures: Done in 1.4 seconds. R_InitFlatTetxures: Done in 0.012 seconds. R_InitSpriteTextures: Completed in 0.84 seconds. Parsing primary config "configs\doom\game.cfg"... Failed locating image resource for "Particle00". Clearing binding context 'global'... 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 'finale'... Clearing binding context 'map-freepan'... Clearing binding context 'map'... Clearing binding context 'game'... Parsing definition files... readAllDefinitions: Completed in 0.083 seconds. Definitions: 28 animation groups 6 composite fonts 9 finales 9 lights 38 map infos 11 materials 19 particle generators 4 skies 33 songs 110 sound effects 138 sprite names 974 states 49 surface decorations 368 text strings 8 texture environments 140 things buildSprites: Done in 0.02 seconds. R_InitSprites: Done in 0.02 seconds. Models_Init: Done in 0 seconds. Failed locating image resource for "Particle00". ----------------------------------------------------------------------------------------- Ultimate DOOM ----------------------------------------------------------------------------------------- R_DeclarePatch > Wad::cacheLump: Created a new 32.0 MB memory volume. Loading Map "E1M1"... WadMapConverter: Recognized a Doom format map. Building BSP using tunable split factor of 7... BSP built: (16:12) 239 Nodes, 240 Leafs, 1204 HEdges, 133 Vertexes. BSP built in 0.15 seconds. P_PtcInitForMap: Done in 0 seconds. Player starting spots: - pl0: color 0, spot 0 Map 1: Hangar Author: id Software Picked up an armor bonus. Stopping GuiApp event loop GuiApp event loop exited with code 0 Shutting down the console... Z_Shutdown: Used 2 volumes, total 67108864 bytes. Restoring original display mode due to shutdown. Canvas: Lost focus. Stopping GuiApp event loopI also checked the date stamp of the IWAD file I am using, which is DOOMU.WAD 12/06/1996. (The date stamp of my DOOM2.WAD file is 05/04/2009 - I have no idea why!)
Application path: C:\Program Files\Doomsday1_11_2\Bin\Doomsday.exe Enabled log entry level: MESSAGE Created a new 32.0 MB memory volume. Config::read: Detected new build: 939 => 971 Executable: Doomsday Engine 1.11.2 (Stable 32-bit #971) Aug 29 2013 07:27:56. Command line (13 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\Program Files\Doomsday1_11_2/ 3: -sfxchan 4: 16 5: -fullscreen 6: -notexcomp 7: -game 8: doom1-ultimate 9: -iwad 10: C:\Program Files\Doom Builder 2\DOOMU.WAD 11: -userdir 12: C:\Users\Christopher.Owner-PC\Documents\Doomsday Frontend\runtime/ Loading shader definitions from read-only archive entry "data/shaders.dei" at path "/data/ doomsday.pk3/data/shaders.dei" (out of archive in read-only native file "(basedir)\data\ doomsday.pk3") Initializing plugins... Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot load library C:\Program Files\ Doomsday1_11_2\Bin\plugins\ audio_openal.dll: The specified module could not be found. loadPlugin: Did not load "/bin/audio_openal.dll" ([LoadError] (Library::Library) Cannot load library C:\Program Files\Doomsday1_11_2\Bin\plugins\audio_openal.dll: The specified module could not be found.). (id:1) dehread (id:2) doom (id:3) heretic (id:4) hexen (id:5) wadmapconverterApplication path: C:\Program Files\Doomsday1_11_0\Bin\Doomsday.exe Enabled log entry level: MESSAGE Created a new 32.0 MB memory volume. Executable: Doomsday Engine 1.11.0 (Stable 32-bit #933) Jul 22 2013 03:31:10. Command line (13 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\Program Files\Doomsday1_11_0/ 3: -sfxchan 4: 16 5: -fullscreen 6: -notexcomp 7: -game 8: doom1-ultimate 9: -iwad 10: C:\Program Files\Doom Builder 2\DOOMU.WAD 11: -userdir 12: C:\Users\Christopher.Owner-PC\Documents\Doomsday Frontend\runtime/ Loading shader definitions from read-only archive entry "data/shaders.dei" at path "/data/ doomsday.pk3/data/shaders.dei" (out of archive in read-only native file "(basedir)\data\ doomsday.pk3") Initializing plugins... Library_New: Error opening "/bin/audio_openal.dll": [LoadError] (Library::Library) Cannot load library C:\Program Files\ Doomsday1_11_0\Bin\plugins\ audio_openal.dll: The specified module could not be found. loadPlugin: Did not load "/bin/audio_openal.dll" ([LoadError] (Library::Library) Cannot load library C:\Program Files\Doomsday1_11_0\Bin\plugins\audio_openal.dll: The specified module could not be found.). (id:1) dehread (id:2) doom (id:3) heretic (id:4) hexen (id:5) wadmapconverter Starting GuiApp event loop...That page also mentions an Intel Driver Update Utility, have you tried that?
Product Detected Mobile Intel® 4 Series Express Chipset Family
Current Driver Installed 7.15.10.1637
"A customized computer manufacturer driver is installed on your computer. The Intel Driver Update Utility is not able to update the driver. Installing a generic Intel driver instead of the customized computer manufacturer driver may cause technical issues. Contact your computer manufacturer for the latest driver for your computer."
The setup.exe for Driver Revision: 15.17.19.2869 (Graphics: 8.15.10.2869) says "The driver being installed is not validated for this computer. Please obtain the appropriate driver from the computer manufacturer." I can't see any way to override the check.
Thanks for your help.
I'm running windows 7 x64 by the way.
doomsday.out version 1.10.4:
Executable: Doomsday Engine 1.10.4 (Stable 32-bit #939) Jul 28 2013 09:02:44. Command line (13 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: D:\Program Files (x86)\Doomsday1104/ 3: -sfxchan 4: 16 5: -notexcomp 6: -game 7: doom1-ultimate 8: -iwad 9: C:\Users\Hydra\Documents\Doomsday Frontend\IWADs\doom.wad 10: -wnd 11: -userdir 12: C:\Users\Hydra\Documents\Doomsday Frontend\runtime/ Window::initialize: Using Qt window management. Initializing plugins... (id:1) dehread (id:2) doom (id:3) heretic (id:4) hexen (id:5) wadmapconverter Starting GuiApp event loop... Canvas: Gained focus. OpenGL information: Vendor: Intel Renderer: Mobile Intel(R) 4 Series Express Chipset Family Version: 2.1.0 - Build 8.15.10.2869 Available Compressed Texture Formats: 6 Available Texture Units: 8 Maximum Texture Anisotropy: 2 Maximum Texture Size: 4096 Line Width Granularity: 0.5 Line Width Range: 0.0...7.5 Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FX GL_EXT_texture_filter_anisotro GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3t GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_tw GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgt GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_vertex_array_object Extensions (WGL): WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB Initializing Render subsystem... Setting up platform state... FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013. Audio configuration (by decreasing priority): CD : FMOD/CD Music: FMOD/Ext SFX : FMOD Sfx_InitChannels: 16 channels. Initializing Resource subsystem... Initializing Texture subsystem... Initializing Material subsystem... Initializing Binding subsystem... Initializing InFine subsystem... Initializing UI subsystem... Locating "HACX - Twitch 'n Kill"... Locating "Chex(R) Quest"... Locating "Final DOOM: TNT: Evilution"... Locating "Final DOOM: The Plutonia Experiment"... Locating "DOOM 2: Hell on Earth"... Locating "Ultimate DOOM"... Locating "DOOM Registered"... Locating "DOOM Shareware"... Locating "Heretic: Shadow of the Serpent Riders"... Locating "Heretic Registered"... Locating "Heretic Shareware"... Locating "Hexen: Deathkings of the Dark Citadel"... Locating "Hexen"... Locating "Hexen v1.0"... Locating "Hexen 4-map Demo"... Locating "Hexen 4-map Beta Demo"... Loading game resources... IWAD identification: 00db003a loadCompositeTextureDefs: Loaded all 125 texture definitions from "%HOMEPATH%\Documents\ Doomsday Frontend\IWADs\doom.wad:(basedir)\TEXTURE1.lmp". ^ : Loaded all 162 texture definitions from "%HOMEPATH%\Documents\Doomsday Frontend\IWADs\ doom.wad:(basedir)\TEXTURE2.lmp". R_InitCompositeTextures: Done in 0.72 seconds. R_InitFlatTetxures: Done in 0.016 seconds. R_InitSpriteTextures: Completed in 0.72 seconds. Parsing primary config "configs\doom\game.cfg"... Clearing binding context 'global'... 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 'finale'... Clearing binding context 'map-freepan'... Clearing binding context 'map'... Clearing binding context 'game'... Parsing definition files... readAllDefinitions: Completed in 0.084 seconds. Definitions: 28 animation groups 6 composite fonts 9 finales 9 lights 38 map infos 11 materials 19 particle generators 4 skies 33 songs 110 sound effects 138 sprite names 974 states 49 surface decorations 368 text strings 8 texture environments 140 things buildSprites: Done in 0.02 seconds. R_InitSprites: Done in 0.02 seconds. Models_Init: Done in 0 seconds. Failed locating image resource for "Particle00". ----------------------------------------------------------------------------------------- Ultimate DOOM ----------------------------------------------------------------------------------------- Stopping GuiApp event loop GuiApp event loop exited with code 0 Shutting down the console... Z_Shutdown: Used 1 volumes, total 33554432 bytes. Restoring original display mode due to shutdown. Canvas: Lost focus. Stopping GuiApp event loopdoomsday.out version 1.11.0
Application path: D:\Program Files (x86)\Doomsday1110\Bin\Doomsday.exe Enabled log entry level: MESSAGE Created a new 32.0 MB memory volume. Executable: Doomsday Engine 1.11.0 (Stable 32-bit #933) Jul 22 2013 03:31:10. Command line (13 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: D:\Program Files (x86)\Doomsday1110/ 3: -sfxchan 4: 16 5: -notexcomp 6: -game 7: doom1-ultimate 8: -iwad 9: C:\Users\Hydra\Documents\Doomsday Frontend\IWADs\doom.wad 10: -wnd 11: -userdir 12: C:\Users\Hydra\Documents\Doomsday Frontend\runtime/ Loading shader definitions from read-only archive entry "data/shaders.dei" at path "/data/ doomsday.pk3/data/shaders.dei" (out of archive in read-only native file "(basedir)\data\ doomsday.pk3") Initializing plugins... (id:1) dehread (id:2) doom (id:3) heretic (id:4) hexen (id:5) wadmapconverter Starting GuiApp event loop... Canvas: Gained focus. OpenGL information: Version: 2.1.0 - Build 8.15.10.2869 Renderer: Mobile Intel(R) 4 Series Express Chipset Family Vendor: Intel Capabilities: Compressed texture formats: 6 Available texture units: 8 Maximum texture anisotropy: 2 Maximum texture size: 4096 Line width granularity: 0.5 Line width range: 0...7.5 OpenGL Extensions: 3DFX extensions: texture_compression_FXT1 ARB extensions: multitexture, texture_cube_map, transpose_matrix, texture_env_add, texture_compression, texture_border_clamp, point_parameters, texture_env_combine, texture_env_dot3, texture_env_crossbar, shadow, window_pos, vertex_program, fragment_program, vertex_buffer_object, occlusion_query, fragment_shader, shader_objects, shading_language_100, texture_non_power_of_two, vertex_shader, point_sprite, depth_texture, texture_rectangle, draw_buffers, color_buffer_float, half_float_pixel, texture_float, pixel_buffer_object, draw_instanced, half_float_vertex, texture_rg, texture_compression_rgtc, framebuffer_sRGB, depth_buffer_float, vertex_array_object ATI extensions: separate_stencil EXT extensions: blend_minmax, blend_subtract, blend_color, abgr, texture3D, clip_volume_hint, compiled_vertex_array, draw_range_elements, rescale_normal, packed_pixels, texture_edge_clamp, separate_specular_color, texture_env_combine, bgra, blend_func_separate, secondary_color, fog_coord, texture_env_add, multi_draw_arrays, texture_filter_anisotropic, texture_compression_s3tc, shadow_funcs, stencil_wrap, texture_rectangle, stencil_two_side, texture_lod_bias, blend_equation_separate, framebuffer_object, draw_buffers2, texture_sRGB, packed_float, texture_shared_exponent, texture_swizzle, packed_depth_stencil, transform_feedback, framebuffer_blit IBM extensions: texture_mirrored_repeat NV extensions: blend_square, texgen_reflection, conditional_render SGIS extensions: texture_edge_clamp, generate_mipmap, texture_lod WIN extensions: swap_hint Extensions (WGL): WGL extensions: EXT_depth_float, ARB_buffer_region, ARB_extensions_string, ARB_make_current_read, ARB_pixel_format, ARB_pbuffer, EXT_extensions_string, EXT_swap_control, ARB_pixel_format_float, ARB_framebuffer_sRGB Initializing Render subsystem... Setting up platform state... FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2013. Audio configuration (by decreasing priority): CD: FMOD/CD Music: FMOD/Ext SFX: FMOD Sfx_InitChannels: 16 channels. Segmentation Violation Initializing Resource subsystem...Next post includes latest doomsday.out for 1.13.0 - game crashes instead of freezing/hanging.
Application path: D:\Program Files (x86)\Doomsday1130\Bin\Doomsday.exe Enabled log entry level: MESSAGE Created a new 32.0 MB memory volume. Config::read: Detected new build: 939 => 1094 Executable: Doomsday Engine 1.13.0 (Stable 32-bit #1094) Dec 30 2013 10:28:27. Command line (13 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: D:\Program Files (x86)\Doomsday1130/ 3: -sfxchan 4: 16 5: -notexcomp 6: -game 7: doom1-ultimate 8: -iwad 9: C:\Users\Hydra\Documents\Doomsday Frontend\IWADs\doom.wad 10: -wnd 11: -userdir 12: C:\Users\Hydra\Documents\Doomsday Frontend\runtime/ RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/ shaders.dei" at path "/data/doomsday.pk3/data/renderer.pack/shaders.dei" (out of archive in read-only native file "(basedir)\data\doomsday.pk3") Initializing plugins... (id:1) dehread (id:2) doom (id:3) heretic (id:4) hexen (id:5) wadmapconverter Starting GuiApp event loop... Canvas: Gained focus.Application path: C:\Program Files\Doomsday\Bin\Doomsday.exe Enabled log entry level: DEBUG Created a new 32.0 MB memory volume. Current mode is: size: 1024 x 768 x 32, rate: 50.0 Hz, ratio: 4:3 All available modes: size: 320 x 240 x 16, rate: 50.0 Hz, ratio: 4:3 size: 320 x 240 x 32, rate: 50.0 Hz, ratio: 4:3 size: 400 x 300 x 16, rate: 50.0 Hz, ratio: 4:3 size: 400 x 300 x 32, rate: 50.0 Hz, ratio: 4:3 size: 512 x 384 x 16, rate: 50.0 Hz, ratio: 4:3 size: 512 x 384 x 32, rate: 50.0 Hz, ratio: 4:3 size: 640 x 400 x 16, rate: 50.0 Hz, ratio: 16:10 size: 640 x 400 x 32, rate: 50.0 Hz, ratio: 16:10 size: 640 x 480 x 16, rate: 50.0 Hz, ratio: 4:3 size: 640 x 480 x 32, rate: 50.0 Hz, ratio: 4:3 size: 800 x 600 x 16, rate: 50.0 Hz, ratio: 4:3 size: 800 x 600 x 32, rate: 50.0 Hz, ratio: 4:3 size: 1024 x 768 x 16, rate: 50.0 Hz, ratio: 4:3 size: 1024 x 768 x 32, rate: 50.0 Hz, ratio: 4:3 FS::refresh > Folder > FS::interpret: Interpreted read-only native file "(basedir)\Bin\plugins\audio_directsound.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\audio_fmod.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\audio_openal.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\audio_winmm.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\dehread.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\doom.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\heretic.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\hexen.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\Bin\plugins\wadmapconverter.dll" as a shared library ^ : Interpreted read-only native file "(basedir)\data\doomsday.pk3" as a ZIP format archive ^ : Interpreted read-only native file "(basedir)\data\jdoom\libdoom.pk3" as a ZIP format archive ^ : Interpreted read-only native file "(basedir)\data\jheretic\libheretic.pk3" as a ZIP format archive ^ : Interpreted read-only native file "(basedir)\data\jhexen\libhexen.pk3" as a ZIP format archive ^ : Interpreted native file "c:\users\thomas\Documents\Doomsday Frontend\runtime\ persist.pack" as a ZIP format archive FS::refresh: Completed in 0.14 seconds. ^ : Main FS index has 463 entries ^ : Index for type 'class de::ArchiveEntryFile' has 351 entries ^ : Index for type 'class de::Folder' has 68 entries ^ : Index for type 'class de::LibraryFile' has 9 entries ^ : Index for type 'class de::NativeFile' has 30 entries ^ : Index for type 'class de::PackageFolder' has 5 entries libdeng2::App 2.0.0 (Dev) Build 1100 subsystems initialized. Dir: Changing current directory to "c:/users/thomas/Documents/Doomsday Frontend/runtime/" succeeded Executable: Doomsday Engine 1.13.1 (Stable 32-bit #1100) Jan 5 2014 14:29:06. Command line (18 strings): 0: ..\Bin\Doomsday.exe 1: -basedir 2: C:\Program Files\Doomsday/ 3: -file 4: C:\Program Files\Doomsday\snowberry\addons\TNT31.WAD 5: -file 6: C:\Program Files\Doomsday\snowberry\addons\deng-dhtp-20130813.pk3 7: -sfxchan 8: 16 9: -notexcomp 10: -game 11: doom2-tnt 12: -iwad 13: K:\doom_wads\tnt.wad 14: -loglevel 15: debug 16: -userdir 17: c:\users\thomas\Documents\Doomsday Frontend\runtime/ RenderSystem: Loading shader definitions from read-only archive entry "data/renderer.pack/ shaders.dei" at path "/data/doomsday.pk3/data/renderer.pack/shaders.dei" (out of archive in read-only native file "(basedir)\data\doomsday.pk3") ^ > GLShaderBank: Processed contents: debug. __type__: group textured. __type__: group alpha. __type__: shader fragment: uniform sampler2D uTex; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { highp vec4 col = vColor * texture2D(uTex, vUV); gl_FragColor = vec4(col.a, col.a, col.a, 1.0); } vertex: uniform highp mat4 uMvpMatrix; attribute highp vec4 aVertex; attribute highp vec2 aUV; attribute highp vec4 aColor; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; vUV = aUV; vColor = aColor; } fx. __type__: group blur. __type__: group horizontal. __type__: shader fragment: uniform sampler2D uTex; uniform highp vec2 uBlurStep; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { highp vec4 sum = vec4(0.0); sum += texture2D(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.05; sum += texture2D(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.09; sum += texture2D(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.123; sum += texture2D(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.154; sum += texture2D(uTex, vUV) * 0.165; sum += texture2D(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.154; sum += texture2D(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.123; sum += texture2D(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.09; sum += texture2D(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.05; gl_FragColor = sum; gl_FragColor.a = 1.0; } path. vertex: shaders/blur.vsh vertical. __type__: shader fragment: uniform sampler2D uTex; uniform highp vec2 uBlurStep; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { highp vec4 sum = vec4(0.0); sum += texture2D(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.05; sum += texture2D(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.09; sum += texture2D(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.123; sum += texture2D(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.154; sum += texture2D(uTex, vUV) * 0.165; sum += texture2D(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.154; sum += texture2D(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.123; sum += texture2D(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.09; sum += texture2D(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.05; gl_FragColor = sum * vColor; } path. vertex: shaders/blur.vsh lensflares. __type__: shader path. fragment: shaders/lensflares.fsh vertex: shaders/lensflares.vsh post. __type__: group monochrome. __type__: shader fragment: uniform sampler2D uTex; uniform highp float uFadeInOut; varying highp vec2 vUV; void main(void) { highp vec4 original = texture2D(uTex, vUV); highp float intens = (0.2125 * original.r) + (0.7154 * original.g) + (0.0721 * original.b); gl_FragColor = vec4(vec3(intens), 1.0); if(uFadeInOut < 1.0) { gl_FragColor = mix(original, gl_FragColor, uFadeInOut); } } inverted. __type__: shader fragment: uniform sampler2D uTex; uniform highp float uFadeInOut; varying highp vec2 vUV; void main(void) { highp vec4 original = texture2D(uTex, vUV); highp float intens = (0.2125 * original.r) + (0.7154 * original.g) + (0.0721 * original.b); gl_FragColor = vec4(vec3(1.0 - intens), 1.0); if(uFadeInOut < 1.0) { gl_FragColor = mix(original , gl_FragColor , uFadeInOut); } } vertex: uniform highp mat4 uMvpMatrix; attribute highp vec4 aVertex; attribute highp vec2 aUV; varying highp vec2 vUV; void main(void) { gl_Position = uMvpMatrix * aVertex; vUV = aUV; } vertex: uniform highp mat4 uMvpMatrix; attribute highp vec4 aVertex; attribute highp vec2 aUV; varying highp vec2 vUV; void main(void) { gl_Position = uMvpMatrix * aVertex; vUV = aUV; } generic. __type__: group color_ucolor. __type__: shader fragment: varying highp vec4 vColor; void main(void) { gl_FragColor = vColor; } vertex: uniform highp mat4 uMvpMatrix; uniform highp vec4 uColor; attribute highp vec4 aVertex; attribute highp vec4 aColor; varying highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; vColor = uColor * aColor; } texture. __type__: shader fragment: uniform sampler2D uTex; varying highp vec2 vUV; void main(void) { gl_FragColor = texture2D(uTex, vUV); } vertex: uniform highp mat4 uMvpMatrix; attribute highp vec4 aVertex; attribute highp vec2 aUV; varying highp vec2 vUV; void main(void) { gl_Position = uMvpMatrix * aVertex; vUV = aUV; } textured. __type__: group color. __type__: shader fragment: uniform sampler2D uTex; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { gl_FragColor = vColor * texture2D(uTex, vUV); } vertex: uniform highp mat4 uMvpMatrix; attribute highp vec4 aVertex; attribute highp vec2 aUV; attribute highp vec4 aColor; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; vUV = aUV; vColor = aColor; } color_ucolor. __type__: shader fragment: uniform sampler2D uTex; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { gl_FragColor = vColor * texture2D(uTex, vUV); } vertex: uniform highp mat4 uMvpMatrix; uniform highp vec4 uColor; attribute highp vec4 aVertex; attribute highp vec2 aUV; attribute highp vec4 aColor; varying highp vec2 vUV; varying highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; vUV = aUV; vColor = aColor * uColor; } vr. __type__: group oculusrift. __type__: group barrel. __type__: shader path. fragment: shaders/oculusrift-barrel.fsh vertex: #version 120 attribute highp vec4 aVertex; attribute highp vec2 aUV; varying highp vec2 vTexCoord; void main() { gl_Position = aVertex; vTexCoord = aUV; } RenderSystem > ImageBank: Processed contents: fx. lensflares. __type__: group burst. __type__: image path: graphics/flares/h-burst.png circle. __type__: image path: graphics/flares/circle.png exponent. __type__: image path: graphics/flares/exponent.png halo. __type__: image path: graphics/flares/halo.png ring. __type__: image path: graphics/flares/ring.png star. __type__: image path: graphics/flares/star.png RuleBank: Processed contents: UNIT: 4 __file__: /data/doomsday.pk3/data/defaultstyle.pack/rules.dei coloradjustment. __type__: group slider. __type__: rule constant: 299.2 console. __type__: group commandline. __type__: group width. max. __type__: rule constant: 300 min. __type__: rule constant: 100 width. __type__: rule constant: 500 dialog. __type__: group about. width. __type__: rule constant: 320 download. width. __type__: rule constant: 460 gap. __type__: rule constant: 8 message. width. __type__: rule constant: 460 document. __type__: group progress. __type__: rule constant: 120 editor. __type__: group completion. height. __type__: rule constant: 400 gameselection. __type__: group max. height. __type__: rule constant: 600 width. __type__: rule constant: 800 gap. __type__: rule constant: 12 glow. __type__: rule constant: 100 halfunit. __type__: rule constant: 2 label. __type__: group gap. __type__: rule constant: 6 progress. __type__: group textgap. __type__: rule constant: 12 rendererappearance. __type__: group width. __type__: rule constant: 400 scrollarea. bar. __type__: rule constant: 4 sidebar. __type__: group width. __type__: rule constant: 320 slider. __type__: group editor. __type__: rule constant: 80 label. __type__: rule constant: 36 width. __type__: rule constant: 220 unit. __type__: rule constant: 4 FontBank > ClientApp: Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/ OpenSans-Regular.ttf ^ : Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/OpenSans-Bold.ttf ^ : Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/OpenSans-Italic.ttf ^ : Loaded font: /data/doomsday.pk3/data/defaultstyle.pack/fonts/OpenSans-BoldItalic.ttf FontBank: Processed contents: App: audienceForGameChange: [ ] gamePlugin: (Function 0x91af28 ()) loadFont: (Function 0x91af50 (fileName)) Path: fileNamePath: (Function 0xa0f528 (path)) Version: BUILD: 1100 CPU_BITS: 32 DEBUG: False OS: windows STABLE: True TEXT: 2.0.0 (Dev) Build 1100 VERSION: [ 2, 0, 0, 1100 ] __file__: /data/doomsday.pk3/data/defaultstyle.pack/fonts.dei choice. __type__: group selected. __inherit__: default __type__: font family: Open Sans size: 12pt style: normal weight: bold default. __type__: font family: Open Sans size: 12pt style: normal weight: normal editor. __type__: group hint. __inherit__: default __type__: font family: Open Sans size: 12pt style: italic weight: light plaintext. __inherit__: default __type__: font family: Open Sans size: 12pt style: normal weight: normal fontDir: /data/doomsday.pk3/data/defaultstyle.pack/fonts gui: __file__: /modules/gui.de colorAlpha: (Function 0x4fd5ba0 (colorVector, alpha)) colorMix: (Function 0x4fd5510 (a, b, amount)) scale: (Function 0x4fd5060 (value, factor)) heading. __inherit__: title __type__: font family: Open Sans size: 14pt style: normal weight: light log. __type__: group normal. __inherit__: default __type__: font family: Open Sans size: 12pt style: normal weight: normal monospace. __inherit__: default __type__: font family: Courier New size: 10pt style: normal weight: normal separator. __type__: group empty. __inherit__: default __type__: font family: Open Sans size: 6pt style: normal weight: normal label. __inherit__: default __type__: font family: Open Sans size: 9pt style: normal weight: bold slider. __type__: group label. __inherit__: default __type__: font family: Open Sans size: 9pt style: normal weight: normal value. __inherit__: slider.label __type__: font family: Open Sans size: 9pt style: normal weight: bold style: BoldItalic title. __inherit__: default __type__: font family: Open Sans size: 21pt style: normal weight: light ColorBank: Processed contents: Version: BUILD: 1100 CPU_BITS: 32 DEBUG: False OS: windows STABLE: True TEXT: 2.0.0 (Dev) Build 1100 VERSION: [ 2, 0, 0, 1100 ] __file__: /data/doomsday.pk3/data/defaultstyle.pack/colors.dei accent. __type__: color rgb: [ 1.0, 0.8, 0.4 ] background. __type__: color rgb: [ 0.0, 0.0, 0.0, 0.75 ] choice. __type__: group popup. __type__: color rgb: [ 0.0, 0.0, 0.0, 1 ] dialog. __type__: group background. __type__: color rgb: [ 0.0, 0.0, 0.0, 0.9 ] default. __type__: color rgb: [ 1, 0.88, 0.64, 1 ] document. __type__: group accent. __type__: color rgb: [ 1.0, 0.8, 0.4 ] dimaccent. __type__: color rgb: [ 0.85, 0.68, 0.34 ] dimmed. __type__: color rgb: [ 0.5, 0.5, 0.5 ] highlight. __type__: color rgb: [ 0.0, 0.0, 0.0 ] normal. __type__: color rgb: [ 0.2, 0.2, 0.2, 1 ] editor. __type__: group cursor. __type__: color rgb: [ 1.0, 0.8, 0.4, 0.7 ] hint. __type__: color rgb: [ 1, 0.88, 0.64, 1 ] glow. __type__: color rgb: [ 1.0, 1.0, 1.0, 0.14 ] gui: __file__: /modules/gui.de colorAlpha: (Function 0x4fd5ba0 (colorVector, alpha)) colorMix: (Function 0x4fd5510 (a, b, amount)) scale: (Function 0x4fd5060 (value, factor)) inverted. __type__: group accent. __type__: color rgb: [ 0.5, 0.4, 0.2 ] background. __type__: color rgb: [ 1.0, 1.0, 1.0, 0.75 ] glow. __type__: color rgb: [ 0.0, 0.0, 0.0, 0.15 ] text. __type__: color rgb: [ 0.0, 0.0, 0.0 ] label. __type__: group accent. __type__: color rgb: [ 1.0, 0.8, 0.4 ] dimaccent. __type__: color rgb: [ 0.85, 0.68, 0.34 ] dimmed. __type__: color rgb: [ 0.72, 0.72, 0.68 ] highlight. __type__: color rgb: [ 1.0, 1.0, 1.0 ] log. __type__: group accent. __type__: color rgb: [ 1.0, 0.8, 0.4 ] dimaccent. __type__: color rgb: [ 0.85, 0.68, 0.34 ] dimmed. __type__: color rgb: [ 0.65, 0.65, 0.62 ] highlight. __type__: color rgb: [ 1.0, 1.0, 1.0 ] normal. __type__: color rgb: [ 0.85, 0.85, 0.8 ] popup. __type__: group info. __type__: group background. __type__: color rgb: [ 1.0, 1.0, 1.0 ] glow. __type__: color rgb: [ 0.0, 0.0, 0.0, 0.15 ] progress. __type__: group dark. __type__: group shadow. __type__: color rgb: [ 1.0, 1.0, 1.0, 0.54 ] wheel. __type__: color rgb: [ 0.0, 0.0, 0.0, 0.25 ] light. __type__: group shadow. __type__: color rgb: [ 0.0, 0.0, 0.0, 0.45 ] wheel. __type__: color rgb: [ 1.0, 1.0, 1.0, 0.25 ] text. __type__: color rgb: [ 1.0, 1.0, 1.0 ] textaccent. __type__: color rgb: [ 1, 0.88, 0.64, 1 ] ImageBank: Processed contents: audio. __type__: image path: graphics/audio.png display. __type__: image path: graphics/display.png gauge. __type__: image path: graphics/gauge.png gear. __type__: image path: graphics/gear.png input. __type__: image path: graphics/input.png logo. __type__: group game. __type__: group libdoom. __type__: image path: graphics/game-libdoom.png libheretic. __type__: image path: graphics/game-libheretic.png libhexen. __type__: image path: graphics/game-libhexen.png px128. __type__: image path: graphics/deng-logo-128.png px256. __type__: image path: graphics/deng-logo-256.png px512. __type__: image path: graphics/deng-logo-512.png network. __type__: image path: graphics/network.png progress. __type__: group gear. __type__: image path: graphics/progress-gear.png mini. __type__: image path: graphics/progress-mini.png wheel. __type__: image path: graphics/progress-wheel.png renderer. __type__: image path: graphics/renderer.png toggle. __type__: group onoff. __type__: image path: graphics/toggle-onoff.png updater. __type__: image path: graphics/updater.png vr. __type__: image path: graphics/vr.png window. __type__: group background. __type__: image path: graphics/background.jpg borderglow. __type__: image path: graphics/borderglow.png cursor. __type__: image path: graphics/mouse.png icon. __type__: image path: graphics/window.png DefaultGLFormat: vsync on ^ : multisampling on (4 samples) ^ : Applying new format... Initializing plugins... (id:1) dehread (id:2) doom (id:3) heretic (id:4) hexen (id:5) wadmapconverter Canvas: swap interval: 1 ^ : multisample: true Clearing State::Maximized Centering window with size (716, 537) Setting window geometry to [(154, 115)->(870, 652) size:(716, 537)] Window icon: (basedir)\data\graphics\doomsday.ico Bank: "gap" loaded ^ : "label.gap" loaded ^ : "label.highlight" loaded ^ : "label.dimmed" loaded (waited 0.001 seconds) ^ : "label.accent" loaded ^ : "label.dimaccent" loadedI remember that I played Doom using an older version of Doomsday some years ago. If I can help you in some way, please let me know.