1.9.7 Candidate Testing

1356712

Comments

  • Ok, I tried build 376 today with all my resources, and the game crashed with some error about not being able to find "caco_e.dmd". Doomsday.out has a crapload of errors. Looks like I'll have to wait longer before using the new builds still.
    Executable: Doomsday Engine 1.9.7 [#376] (Candidate 32-bit) Jan 11 2012 16:14:16.
    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...
    Loading game resources...
      IWAD identification: 00f36acb
    "data\jdoom\auto\detail.wad" already loaded.
    "data\jdoom\auto\LimboDoom2.wad" already loaded.
    "data\jdoom\auto\.basedata\fontb032.lmp" already loaded.
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    "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...
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-DecorLights.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-Particles.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-ScreenEffects.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-StartAnim.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/jDRP-FontPack.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-BFG.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Chaingun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Chainsaw.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Fists.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Pistol.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-PlasmaRifle.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-RocketLauncher.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-Shotgun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/HUD-SuperShotgun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Spectre.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-AmmoBox.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-ArmorBlue.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-ArmorGreen.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Backpack.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Cell.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-CellLarge.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Clip.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/E-ComputerMap.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-HealthPotion.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/E-LightGoggles.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-Medikit.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/E-RadiationSuit.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-RocketBox.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Rocket.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-ShellBox.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/A-Shells.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-SpiritualArmor.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/H-Stimpack.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-Barrel.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BloodPool.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BigGreenStonePillar.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BigRedStonePillar.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-BrainStem.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-Candleabra.ded" not found!
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    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-EvilEye.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireCan.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireStickBlue.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireStickGreen.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FireStickRed.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-FloatSkulls.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangByFeet.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangingLeg.ded" not found!
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    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/D-HangNoBrain.ded" not found!
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    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-FormerHuman.ded" not found!
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    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-HellKnight.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Imp.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Keen.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-LostSoul.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Mancubus.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-PainElemental.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-Revenant.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-SpiderMastermind.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/M-SSSoldier.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-BigTree.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-Stalag.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-Stalagtite.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/N-Tree.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-BerzerkPack.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-Invisibility.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-Invulnerability.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-MegaSphere.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/P-SoulSphere.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/Player.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/T-TechPillar.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-BFG.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-Chaingun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-Chainsaw.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-PlasmaRifle.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-RocketLauncher.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-Shotgun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/W-SuperShotgun.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-ArachnoShot.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-BaronFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-BFGShot.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-BloodFX.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-CacoFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-ImpactFX.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-ImpFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-MancFireball.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-PlasmaShot.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-RespawnFX.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-RevRocket.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-Rocket.ded" not found!
    Warning:Def_ReadDEDFile "C:/DoomsdayEngine/defs/jDoom/Auto/X-TeleportFX.ded" not found!
    Definitions:
       48 animation groups
        5 composite fonts
     1086 detail textures
       16 finales
      213 lights
       33 map infos
        4 materials
     2263 models
      180 particle generators
        6 skies
       36 songs
      235 sound effects
      138 sprite names
     1413 states
      219 surface decorations
       50 surface reflections
      366 text strings
        4 texture environments
      278 things
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    Warning: Failed locating model "caco_e.dmd", ignoring.
    GL_CalcLuminance: Cannot process image of pixelsize==1 without palette.
    Parsing primary config "configs\doomsday\game.cfg"...
    Parsing definition files...
    Definitions:
        1 finales
        4 materials
    Shuting down the console...
    
  • edited 2012 Jan 12
    Anybody else still having problems loading TNT, Plutonia, and PWADs with the latest builds of Doomsday? Was this supposed to have been fixed in today's build? Otherwise, would I have had to completely reinstall Doomsday?

    Thanks.

    EDIT: Ok, I lied a bit. I can load PWADs again with Doomsday.

    With TNT and Plutonia, those two are playable. But when you launch either game from Snowberry, it brings you to a console prompt instead of loading the game like normal. I can load the two games from there using the load doom2-tnt and load doom2-plut commands, respectively, and everything in the game works fine. I'd imagine that this is high on the to-do list?

    One other question. One of the PWADs I loaded, as usual, was Alien Vendetta. I noticed that the status bar numbers and messages were red, but AV has a custom loaded yellow-colored font. Will this issue be resolved in Doomsday?
  • GL_CalcLuminance: Cannot process image of pixelsize==1 without palette.
    Theres the reason for your shutdown. Clearly some texture is being misinterpreted during load. Will fix.
    Anybody else still having problems loading TNT, Plutonia, and PWADs with the latest builds of Doomsday? Was this supposed to have been fixed in today's build?
    All of the above load fine for me in today's build and so too every PWAD I've tried thus far.
    With TNT and Plutonia, those two are playable. But when you launch either game from Snowberry, it brings you to a console prompt instead of loading the game like normal. I can load the two games from there using the load doom2-tnt and load doom2-plut commands, respectively, and everything in the game works fine. I'd imagine that this is high on the to-do list?
    Thats already been fixed. It was an issue in Snowberry. Check that the paths to the iwads and correct game mode is selected for your Plutonia and TNT profiles in Snowberry.
    One other question. One of the PWADs I loaded, as usual, was Alien Vendetta. I noticed that the status bar numbers and messages were red, but AV has a custom loaded yellow-colored font. Will this issue be resolved in Doomsday?
    Yes it will. Hitherto this hasn't been possible because Doomsday did not treat the game's fonts as actual font resources. Each character was handled as an independent graphic. Now that Doomsday handles these as fonts, we can implement the necessary features to disable the dynamic recolouring if one or more of the font patches has been replaced in an addon and make this behavior user-optional.
  • DaniJ wrote:
    With TNT and Plutonia, those two are playable. But when you launch either game from Snowberry, it brings you to a console prompt instead of loading the game like normal. I can load the two games from there using the load doom2-tnt and load doom2-plut commands, respectively, and everything in the game works fine. I'd imagine that this is high on the to-do list?
    Thats already been fixed. It was an issue in Snowberry. Check that the paths to the iwads and correct game mode is selected for your Plutonia and TNT profiles in Snowberry.

    This hasn't been fixed; the game mode set for Final Doom has instead just been changed from one wrong game mode to another.
  • Ok, I solved the TNT/Plutonia problem I had. It was because of the game modes for those two games was set to Doom II. Changing them to TNT and Plutonia solved the problem.

    But I want to let you know that I completely removed Doomsday and then reinstalled it. All of the IWADS were set to the correct path, but the game modes were set to Doom II by default, for TNT/Plutonia. Was that the case with you?

    EDIT: Whoa, I see that something interally with this message board has imploded...
  • EDIT: Whoa, I see that something interally with this message board has imploded...
    Seemingly Vermil posted at precisely the moment when dengine.net was switched to a temporary server while maintenance is performed on our usual system. Duplicate posts have now been deleted.
  • Couple other things I wanted to point out experimenting a little more.

    Some of the switches no longer seem to animate, going from on/off/on or off/on/off (repeatable switches) or going from on to off permanently and vice versa (1-time switches). I noticed this from mostly the skull head switches. To notice this, go to Map27 of Doom II and open the door on the right. Pick up the Rocket to lower the wall and reveal the rest of the room. You'll find a skull head switch across from you. When you try to press the switch, it will work and lower the nearby lift, but the switch won't animate and go from off, to on, back to off during the process.

    Also got a few segmentation violations plaything the map, don't know how to really report these...

    EDIT: Another observation. I noticed that the Tag 667 behavior was reverted back to the BOOM behavior. This causes a compatibility problem in Map07 of AV, where the bridge to the exit rises too high after all of the Arachnotrons are killed. I remember in an earlier release of Doomsday (beta 6.8) that the Tag 667 behavior was changed to the Doom behavior.

    Instead of having Doomsday just solely use one behavior or the other, why not make it a gameplay/compatibility option, so you can choose between the Doom and BOOM behavior for Tag 667? I know ZDoom has a "Find Shortest Texture Like Doom" compatibility option.

  • Also got a few segmentation violations plaything the map, don't know how to really report these...

    Uh oh. Now I really need to wait before getting the new builds!
  • Please do explain what you were doing at the time the crash occured at least, what addons you had loaded, etc... Without that information you might as well not report it at all.
    Uh oh. Now I really need to wait before getting the new builds!
    The entire point in the candidate process is to find and resolve bugs/issues in the release. The odd crash should not be unexpected.
  • Doom's Archvile causes Dday to shutdown and close whenever it tries to ressurect something.

    Also, Chex Quest no longer works with the latest build, as it is unable to find a font at startup causing Dday to shutdown and close:
    Fonts::ResolveUri: "a" not found!
    Failed loading font "a".
  • Now that Vermil mentioned it, it was most likely the Arch-vile resurrection. Both times I noticed the crash was when there was an Arch-vile nearby. But I see that's on the to-do list, so all is good.
  • Update on my findings:

    Played through the first two episodes of Ultimate Doom, and I didn't get the switch animating problems. So perhaps this is only Doom II-based?

    On the episode 2 intermission screen, after finding the secret exit in E2M5, the Fortress of Mystery building on the E2 intermission map is already halfway faded onto the screen when the game is tallying your kills/items/secrets. Of course, the Fortress of Mystery doesn't appear and fade onto the screen until after you press the spacebar to continue and show the "You are Here" screen.

    EDIT: One other thing I noticed. Is it me, or does the Cyberdemon stomping sound when walking just sound really loud, regardless of distance? Remember, the sound is supposed to become louder as you get closer to the Cyberdemon, but I was on complete opposite sides of the Cyberdemon and it was still very loud. Can anyone confirm this? Just go to E2M8 and get on the opposite side of the map and as far away as you can from the Cyberdemon.

    EDIT #2: I found several errors on the episode 3 intermission screen, including:

    -No blood splat on E3M1 building (lowest building on screen)
    -No "you are here" arrow on E3M4 building (skull building on east part of map)
    -No "you are here" arrow on E3M6 building (top right building on the intermission screen)
    -No blood splat on E3M6
    -No "you are here" arrow on E3M9 building (skull head on bottom right of map)
    -No blood splat on E3M9

    Doomsday then froze when I was playing E3M7. I had no add-ons. I went past the Blue Door and jumped into the lava maze that you take to get the Red Key. I jumped into that maze and it froze when I was hammering away at a Cacodemon with a Chaingun. Here's what I got from the "Doomsday.exe has stopped working" window...
    Problem signature:
      Problem Event Name:	APPCRASH
      Application Name:	Doomsday.exe
      Application Version:	1.9.7.0
      Application Timestamp:	4f0d9a26
      Fault Module Name:	ntdll.dll
      Fault Module Version:	6.1.7601.17725
      Fault Module Timestamp:	4ec49b60
      Exception Code:	c0000005
      Exception Offset:	0003224d
      OS Version:	6.1.7601.2.1.0.256.48
      Locale ID:	1033
      Additional Information 1:	0a9e
      Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
      Additional Information 3:	0a9e
      Additional Information 4:	0a9e372d3b4ad19135b953a78882e789
    

    And the Doomsday.out file at the time of the crash attached.

    http://www.filesavr.com/EK38DQX6ZUTBA7Q
  • Re: APPCRASH ntdll.dll

    Thats a rather common crash, here is a report from a user having what appears to be the same issue when playing Skyrim.

    From what I can tell, this is a symptom of a general issue, possibly a memory write problem in doomsday.exe
  • EDIT: One other thing I noticed. Is it me, or does the Cyberdemon stomping sound when walking just sound really loud, regardless of distance? Remember, the sound is supposed to become louder as you get closer to the Cyberdemon, but I was on complete opposite sides of the Cyberdemon and it was still very loud. Can anyone confirm this? Just go to E2M8 and get on the opposite side of the map and as far away as you can from the Cyberdemon.

    Maybe I'm incorrect here, but isn't the Cyberdemon supposed to be loud on this map? Since it's the first time you find one, I was under the impression that e2m8 in particular had loud footstep sounds. I think other Cyberdemons are normal. Am I wrong?
  • edited 2012 Jan 13

    Maybe I'm incorrect here, but isn't the Cyberdemon supposed to be loud on this map? Since it's the first time you find one, I was under the impression that e2m8 in particular had loud footstep sounds. I think other Cyberdemons are normal. Am I wrong?

    Hm, good point, but I tried on Chocolate Doom and the E2M8 Cyberdemon's footstomping sound got quieter as I got further and further away from it.

    But yeah, you seem to be right, unless I'm missing something here.

    http://doomwiki.org/wiki/Sound_effects_ ... on_level_8

    I'ma gonna go test on non-boss maps.
  • Please don't link to Wikia.
  • There, sorry, when I need to go to the Doom wiki, the wikia link is still embedded in my head...
  • Switch to picked up weapon if better is off by default (to mimic vanilla, it should be on by default).

    Also, maybe a few little rfe's for post 1.9.7:
    # Single backspace wipes the entire default save game name?
    # Maybe quick save could update the map name and time on save games with the default name?
    # A visual indicator on the save menu as to which save is the quick save slot?
    # Any chance of an in map timer to go with the kills/items/secret counters (HeXen has a total game time timer in the automap)?
  • Wasn't the Doom weapon pickup behavior that if you pick up a new weapon, you automatically switch to it? So if you had a BFG and picked up a Chainsaw, you'd switch to the Chainsaw.

    I think the switch to weapon if better only applies if the player has a Fist, Chainsaw, or Pistol out and picks up ammo for a weapon that he has and which he has no ammo. For example, if you had your Pistol out and picked up ammo for your empty Shotgun, the player would automatically switch to the Shotgun. But if you had, say, the Chaingun equipped and picked up ammo for your empty Shotgun, you wouldn't switch to your Shotgun.
  • Yeah, I meant the weapon select option rather than the best weapon option.

    In the Dday weapons sub menu, it's set to off by default, when it should be on.
  • Whoa, saw this under the completed items:
    + getting stuck in monsters [prevent clientside overlaps]

    Would that mean that the stuck Cacodemons issue is now fixed, or is this for something in multiplayer, which is sounds like it is for?
  • It's a pretty major MP fix to deal with a discrepancy between client and server about whether a client’s move is possible or whether it is blocked by a monster at point blank range. Sometimes a move was incorrectly allowed, leading to the cilent getting stuck inside (well on the edge of) a monster.
  • Whoa, saw this under the completed items:
    + getting stuck in monsters [prevent clientside overlaps]

    Would that mean that the stuck Cacodemons issue is now fixed, or is this for something in multiplayer, which is sounds like it is for?

    Haha, looks like I'm not the only one waiting to see that this has been fixed.
  • edited 2012 Jan 13
    Same here.
  • It is a pretty significant issue, especially when you're anticpating the army of Cacodemons to come flying at you in say, E4M2 of Doom...and then they glue themselves together.
  • Play some custom megawads if you want to see a real army of cacodemons. I recall Eternal being one of them. Can't remember much about Hell Revealed, but that megawad is said to have the most monsters out of all of them. Too many, especially in Ultra Violence.
  • and then they glue themselves together.

    icon_lol.gif

    Yes, that's exactly how I feel.
  • just a quick question. Why is it that if using doom not ultimate the hi-res font work but in doom2/ultimate doom there not excluding the nightmare font?
  • Guess I'll report another crash that I just experienced. This happened when I was playing E4M1 of Ultimate Doom, and firing my Rockets at a bunch of Barons of Hell where the Red Key is.
    Problem signature:
      Problem Event Name:	APPCRASH
      Application Name:	Doomsday.exe
      Application Version:	1.9.7.0
      Application Timestamp:	4f100544
      Fault Module Name:	midimap.dll
      Fault Module Version:	6.1.7600.16385
      Fault Module Timestamp:	4a5bda84
      Exception Code:	c0000005
      Exception Offset:	00002675
      OS Version:	6.1.7601.2.1.0.256.48
      Locale ID:	1033
      Additional Information 1:	0a9e
      Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
      Additional Information 3:	0a9e
      Additional Information 4:	0a9e372d3b4ad19135b953a78882e789
    

    EDIT: Argh....ran into another freeze with Doomsday....this time on E4M5...blew up a Zombieman with a barrel next to the Blue Key.
    Problem signature:
      Problem Event Name:	APPCRASH
      Application Name:	Doomsday.exe
      Application Version:	1.9.7.0
      Application Timestamp:	4f100544
      Fault Module Name:	WINMM.DLL
      Fault Module Version:	6.1.7601.17514
      Fault Module Timestamp:	4ce7ba42
      Exception Code:	c0000005
      Exception Offset:	0001fdb8
      OS Version:	6.1.7601.2.1.0.256.48
      Locale ID:	1033
      Additional Information 1:	0a9e
      Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
      Additional Information 3:	0a9e
      Additional Information 4:	0a9e372d3b4ad19135b953a78882e789
    

    Note that I was not using any add-ons. Just plain old vanilla Doomsday and Ultimate Doom.
  • Are you using SDL_mixer? Try the FMOD plugin if you aren't already and see if you have any better luck. Both of those crashes are related to audio.
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