Faunus Posted November 7, 2011 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 0 Share this post Link to post
Vordakk Posted November 7, 2011 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. 0 Share this post Link to post
Faunus Posted November 7, 2011 Thank you for your input. Much appreciated. I'll have to check it out 0 Share this post Link to post
Faunus Posted November 7, 2011 You don't happen to know what a segmentation violation is, do you? 0 Share this post Link to post
Vordakk Posted November 7, 2011 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? 0 Share this post Link to post
tempun Posted November 7, 2011 Faunus said:P_InitPicAnims: bad cycle from WFALL1 to WFALL4 This means that you have WFALL4 before WFALL1. 0 Share this post Link to post
Faunus Posted November 7, 2011 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. 0 Share this post Link to post
Faunus Posted November 7, 2011 ...in fact. it's only the berserk sound that makes it crash and there's no music 0 Share this post Link to post
Vordakk Posted November 7, 2011 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. 0 Share this post Link to post
Vermil Posted November 7, 2011 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. 0 Share this post Link to post