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Faunus

Sudden error with my Wad

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Hello,

I started making my own Wad a few years ago with Wintex and Doombuilder. I am using the Dengine at the latest stable build. It's always worked. One day I built a new computer. I am running windows 7 64bit. I keep getting an error when I launch my game. I really wish I could get it running again. It just gags when I launch it. Error is the final line at the end of this crash log:
Any Help would be greatly appreciated!!!!!!!



Z_Create: New 32.0 MB memory volume.
Con_Init: Initializing the console.
Executable: Version 1.9.0-beta6.9 Apr 7 2010 (DGL).
Sys_InitWindowManager: Using Win32 window management.
Z_Create: New 32.0 MB memory volume.
createContext: OpenGL.
OpenGL information:
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 470/PCI/SSE2
Version: 4.2.0
GLU Version: 1.2.2.0 Microsoft Corporation
Available Texture units: 4
Maximum Texture Size: 16384
Maximum Anisotropy: 16
Num Texture Formats: 3
Line Width Granularity: 0.1
Line Width Range: 0.5...10.0
Extensions:
GL_ARB_base_instance GL_ARB_blend_func_extended
GL_ARB_color_buffer_float GL_ARB_compatibility
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_indirect GL_ARB_draw_elements_base_vert
GL_ARB_draw_instanced GL_ARB_ES2_compatibility
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_robustness 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_subroutine GL_ARB_shading_language_100
GL_ARB_shading_language_420pac GL_ARB_shading_language_includ
GL_ARB_shading_language_packin GL_ARB_shadow
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_storage
GL_ARB_texture_swizzle 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_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc
GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test
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_EXTX_framebuffer_mixed_form
GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store GL_EXT_shadow_funcs
GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt
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_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro
GL_EXT_texture_format_BGRA8888 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_shared_exponent GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode GL_EXT_texture_storage
GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10
GL_EXT_timer_query GL_EXT_transform_feedback2
GL_EXT_vertex_array GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit 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_conditional_render
GL_NV_copy_depth_to_color GL_NV_copy_image
GL_NV_depth_buffer_float GL_NV_depth_clamp
GL_NV_explicit_multisample 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_geometry_shader4 GL_NV_gpu_program4
GL_NV_gpu_program4_1 GL_NV_gpu_program5
GL_NV_gpu_program_fp64 GL_NV_gpu_shader5
GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_coverage GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
GL_NV_path_rendering GL_NV_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_shader_atomic_counters GL_NV_shader_buffer_load
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_multisample GL_NV_texture_rectangle
GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_transform_feedback
GL_NV_transform_feedback2 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64
GL_NV_vertex_buffer_unified_me 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_NVX_gpu_memory_info
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_create_context_es2_pro WGL_EXT_extensions_string
WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_fl
WGL_EXT_swap_control WGL_NVX_DX_interop
WGL_NV_DX_interop WGL_NV_DX_interop2
WGL_NV_float_buffer WGL_NV_multisample_coverage
WGL_NV_render_depth_texture WGL_NV_render_texture_rectangl
DGL Configuration:
NPOT Textures: Disabled
Texture Compression: Enabled
Variable Texture Anisotropy: Enabled
Utilized Texture Units: 2
Multisampling: Enabled (32)
createContext: OpenGL.
GL_Init: Initializing Doomsday Graphics Library.
Multitexturing enabled (full).
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
Sys_InitTimer.
Driver: SDLMixer
SDLMixer Configuration:
Output: stereo
Format: 0x8010 (0x8010)
Frequency: 22050Hz (22050Hz)
Initial Channels: 8
Sfx_Init: Initializing...
Sfx_InitChannels: 16 channels.
S_Init: OK.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: C:\Program Files (x86)\Doomsday\data\doomsday.pk3
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\jdoom.pk3
W_AddFile: B:\Documents\Wintex\wads\DOOM2.WAD
IWAD identification: 00f36acb
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb032.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb033.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb034.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb035.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb036.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb037.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb038.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb039.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb040.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb041.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb042.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb043.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb044.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb045.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb046.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb047.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb048.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb049.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb050.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb051.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb052.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb053.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb054.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb055.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb056.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb057.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb058.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb059.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb060.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb061.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb062.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb063.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb064.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb065.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb066.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb067.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb068.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb069.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb070.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb071.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb072.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb073.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb074.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb075.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb076.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb077.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb078.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb079.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb080.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb081.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb082.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb083.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb084.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb085.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb086.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb087.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb088.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb089.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\fontb090.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\m_therm2.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\mapmask.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\menufog.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\pal18to8.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\sndcurve.lmp
W_AddFile: C:\Program Files (x86)\Doomsday\data\jdoom\auto\.basedata\stcfn032.lmp
W_AddFile: B:\Documents\Wintex\wads\WOF9.WAD
R_ReadTextureDefs: Invalid patchcount 0 in texture 'WOLFI'.
Reading definition file: C:\Program Files (x86)\Doomsday\defs\doomsday.ded
Reading definition file: C:\Program Files (x86)\Doomsday\defs\jdoom\jdoom.ded
Definitions:
138 sprite names
974 states
140 things
8 lights
110 sound effects
36 songs
365 text strings
27 particle generators
30 animation groups
51 surface decorations
23 surface materials
33 map infos
3 skies
8 finales
B_Init: Init bindings.
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"...
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.00 seconds.
Net_InitGame: Initializing game data.
P_Init: Init Playloop state.
P_InitPicAnims: Registering default animations...
P_InitPicAnims: bad cycle from WFALL1 to WFALL4

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Faunus said:

P_InitPicAnims: bad cycle from WFALL1 to WFALL4


Well WFALL1-4 are animated textures that do not appear in the DOOM 2 iwad but will work automatically if added to a pwad because the code for their animation is hardcoded into DOOM 2. But that probably doesn't help much. My guess is that you tried to add or create new textures with Wintex, but somehow messed up the TEXTURE lump in the process. Perhaps the new textures you inserted were placed somewhere between WFALL1 and WFALL4 and are causing havoc.

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Faunus said:

You don't happen to know what a segmentation violation is, do you?


From my experience with errors like that, it's usually best to try COMPLETELY uninstalling Doomsday Engine and then doing a fresh install. For some reason this works well with DEngine; I'm not entirely certain why it is so fragile, but it does seem to impacted by things that don't affect other source ports. Try that first and see if it helps.

Also, does DEngine run the iwads correctly, or are they screwing up as well?

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Faunus said:

P_InitPicAnims: bad cycle from WFALL1 to WFALL4

This means that you have WFALL4 before WFALL1.

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Dengine does run vanilla Doom2 just fine. I deleted the wfall entries in my wad as well. that fixed the issue. The segmentation violation error I get happens whenever I pick something up. I do use my own sounds, and they've always worked. I am very suspicious that it's a sound/card/ or driver related issue. video is fine. When I disable 'sound effects' in the frontend setting, I never have a problem. When I switch from default to openAL, Directsound, etc. I either lose my midi music, I get a segmentation violation or all my sounds are severely undersampled and sound stretched and lower in pitch.

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I wish I could be of more help to you. I'm mostly familiar with ZDoom, and I've honestly only used DEngine a handful of times. Maybe someone who's a Doomsday expert will come upon this thread.

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Doom and also Doomsday 1.9 beta 6.9 look in TEXTUREx lump for the first and last textures of the original texture/flat animations and then assume everything in between is part of the animation.

If the last texture is listed before the first in the TEXTUREx lump, Doom and Dday 1.9 beta 6.9 will crash.

I can only speculate about the sound effect issue (DSGETPOW); beyond saying it's presumably in a format that Dday 1.9 beta 6.9 doesn't like.

To get music and sound in Beta6.9 you have to use SDL_Mixer, though that has a major issue with looping music; it's recommended to use the last stable Dday release: 1.8.6, for general play.

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