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MadGuy

DOOM BFA 1.2.7 (former Classic RBDOOM 3 BFG)

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OK, using the launcher and selecting the Doom 2 game in the Doom 3 BFG tab, I get:

Doom Classic Error : Unable to load wads/DOOM2.WAD

 

Huh? The file is in "...\DOOM_BFA_CLASSIC\DOOM2\wads\DOOM2.WAD"

 

I added the +set logfile 1 and pressed Launch again, there is no qconsole.log inside

C:\Users\VGA\Saved Games\id Software\DOOM BFA\base

Only the cfg file and two folders.

 

Here is the console log:   https://pastebin.com/Abd6EWze

 

Then I pressed Quit, closed the launcher and ran DOOM2.bat, it loads the game menu, music plays, I just wait 10 seconds for the demo to start but it crashed with a general exception!

 

 

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9 hours ago, VGA said:

OK, using the launcher and selecting the Doom 2 game in the Doom 3 BFG tab, I get:

Doom Classic Error : Unable to load wads/DOOM2.WAD

 

Huh? The file is in "...\DOOM_BFA_CLASSIC\DOOM2\wads\DOOM2.WAD"

 

I added the +set logfile 1 and pressed Launch again, there is no qconsole.log inside

C:\Users\VGA\Saved Games\id Software\DOOM BFA\base

Only the cfg file and two folders.

 

Here is the console log:   https://pastebin.com/Abd6EWze

 

Then I pressed Quit, closed the launcher and ran DOOM2.bat, it loads the game menu, music plays, I just wait 10 seconds for the demo to start but it crashed with a general exception!

 

 

On the launcher you must set both the game to launch on DOOM 2 and the DOOM 3 mod or mod base to DOOM2 (And yes that is how it loads on the Batch file)

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Finally now that Doom 3 is not required i've tried this. There are some things i don't like but it looked very professional at first.

Something fun is there's no freelook limit and it's like you do a backflip and you can do it forward too, there's some graphics corruption but it's fun and some flats (ceilings) are corrupted even without freelook. It's noticeable in E1M1. Sometimes there's flat distortion with blinking lights and widescreen.

 That message you get after changing the graphics settings saying you must restart the game or else it would crash it's not nice and you can't go back or save the game. Sometimes the game is ended others the engine is restarted. Why don't you just prevent them from being changed ingame and print a warning then? Also there's status bar corruption in that case.

 There's no startup log but the classic OpenGL white screen.

 What about lowres? Why 40 fps?

 Why don't you use .NET framework 4.x for the launcher? 3.5 is not included by default in Win10.

 

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6 minutes ago, drfrag said:

Finally now that Doom 3 is not required i've tried this. There are some things i don't like but it looked very professional at first.

Something fun is there's no freelook limit and it's like you do a backflip and you can do it forward too, there's some graphics corruption but it's fun and some flats (ceilings) are corrupted even without freelook. It's noticeable in E1M1. Sometimes there's flat distortion with blinking lights and widescreen.

 That message you get after changing the graphics settings saying you must restart the game or else it would crash it's not nice and you can't go back or save the game. Sometimes the game is ended others the engine is restarted. Why don't you just prevent them from being changed ingame and print a warning then? Also there's status bar corruption in that case.

 There's no startup log but the classic OpenGL white screen.

 What about lowres? Why 40 fps?

 Why don't you use .NET framework 4.x for the launcher? 3.5 is not included by default in Win10.

 

For the aspect ration it force a double rendering restart (idtech 4 & 1) (and still is not enough) in order to apply the change and prevent crashes.

For now a workaround to the message is to use backspace and esc in order to go to the main menu and save the game.

About the status bar corruption, that is the reason why you must restart the game in the first place.

(Ok, now that I think of it I will relax the warning and see if I can restart the status bar too).

About lowres: NO

Because right now the framerate is also bound to the game logic, and yes I have test higher framerates and the game was hilariously fast.

As for the launcher, I guess you have a point. I set it to 3.5 for backward compatibility with WinXP but now the newer version of DOOM: BFA is no longer compatible with winXP (thanks to FFMPEG)

 

Finally for the start up log, you can find it if you use the launch argument +set logfile 1. Don't forget that it is still running under DOOM 3 BFG's (Id tech 4.5) engine.

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Bump for the instant update that fixes various reported issues and add framerate Interpolation (60 FPS with game logic at 35-40FPS)

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 It's much better now. BTW could splitscreen be possible? I've read that the code was disabled.

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so ehmm... i downloaded the newest version but when launch it no matter if with DoomBFA.exe or CDL.exe i get the log that says:

QA Timing INIT: 000002ms
DOOM BFA 1.2.3.1403 win-x64 Feb 13 2020 09:00:12
1995 MHz generic CPU with SSE & SSE2
Winsock Initialized
Found interface: {58E9C7A9-36D5-4D64-8EF3-E5AB310FA873} Realtek PCIe FE Family Controller - 192.168.0.5/255.255.255.0
Found interface: {E11D14E6-9051-4A4A-9CCD-A3541BD0214E} Bluetooth Device (Personal Area Network) #2 - 0.0.0.0 NULL netmask - skipped
Found interface: {934BD7BD-4085-4510-9E12-06916F886A85} Realtek RTL8723BE Wireless LAN 802.11n PCI-E NIC - 0.0.0.0 NULL netmask - skipped
Found interface: {15DAA6B5-F01D-42F2-A920-51C9C039D802} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {0CE37E43-13BA-4366-960B-2D86A85599DE} Microsoft Wi-Fi Direct Virtual Adapter #3 - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Loaded resource file maps/admin.resources
Loaded resource file maps/alphalabs1.resources
Loaded resource file maps/alphalabs2.resources
Loaded resource file maps/alphalabs3.resources
Loaded resource file maps/alphalabs4.resources
Loaded resource file maps/caverns1.resources
Loaded resource file maps/caverns2.resources
Loaded resource file maps/comm1.resources
Loaded resource file maps/commoutside.resources
Loaded resource file maps/cpu.resources
Loaded resource file maps/cpuboss.resources
Loaded resource file maps/d3ctf1.resources
Loaded resource file maps/d3ctf2.resources
Loaded resource file maps/d3ctf3.resources
Loaded resource file maps/d3ctf4.resources
Loaded resource file maps/d3dm1.resources
Loaded resource file maps/d3dm2.resources
Loaded resource file maps/d3dm3.resources
Loaded resource file maps/d3dm4.resources
Loaded resource file maps/d3dm5.resources
Loaded resource file maps/d3xpdm1.resources
Loaded resource file maps/d3xpdm2.resources
Loaded resource file maps/d3xpdm3.resources
Loaded resource file maps/d3xpdm4.resources
Loaded resource file maps/delta1.resources
Loaded resource file maps/delta2a.resources
Loaded resource file maps/delta2b.resources
Loaded resource file maps/delta3.resources
Loaded resource file maps/delta4.resources
Loaded resource file maps/delta5.resources
Loaded resource file maps/deltax.resources
Loaded resource file maps/enpro.resources
Loaded resource file maps/erebus1.resources
Loaded resource file maps/erebus2.resources
Loaded resource file maps/erebus3.resources
Loaded resource file maps/erebus4.resources
Loaded resource file maps/erebus5.resources
Loaded resource file maps/erebus6.resources
Loaded resource file maps/hell.resources
Loaded resource file maps/hell1.resources
Loaded resource file maps/hellhole.resources
Loaded resource file maps/le_enpro1.resources
Loaded resource file maps/le_enpro2.resources
Loaded resource file maps/le_exis1.resources
Loaded resource file maps/le_exis2.resources
Loaded resource file maps/le_hell.resources
Loaded resource file maps/le_hell_post.resources
Loaded resource file maps/le_underground.resources
Loaded resource file maps/le_underground2.resources
Loaded resource file maps/mars_city1.resources
Loaded resource file maps/mars_city2.resources
Loaded resource file maps/mc_underground.resources
Loaded resource file maps/monorail.resources
Loaded resource file maps/phobos1.resources
Loaded resource file maps/phobos2.resources
Loaded resource file maps/phobos3.resources
Loaded resource file maps/phobos4.resources
Loaded resource file maps/recycling1.resources
Loaded resource file maps/recycling2.resources
Loaded resource file maps/site3.resources
Current search path:
C:\Users\Hubert\Saved Games\id Software\DOOM BFA/base
C:\Program Files (x86)\Steam\steamapps\common\DOOM 3 BFG Edition/base
_common.resources
_ordered.resources
_sound_pc.resources
_sound_pc_en.resources
maps/admin.resources
maps/alphalabs1.resources
maps/alphalabs2.resources
maps/alphalabs3.resources
maps/alphalabs4.resources
maps/caverns1.resources
maps/caverns2.resources
maps/comm1.resources
maps/commoutside.resources
maps/cpu.resources
maps/cpuboss.resources
maps/d3ctf1.resources
maps/d3ctf2.resources
maps/d3ctf3.resources
maps/d3ctf4.resources
maps/d3dm1.resources
maps/d3dm2.resources
maps/d3dm3.resources
maps/d3dm4.resources
maps/d3dm5.resources
maps/d3xpdm1.resources
maps/d3xpdm2.resources
maps/d3xpdm3.resources
maps/d3xpdm4.resources
maps/delta1.resources
maps/delta2a.resources
maps/delta2b.resources
maps/delta3.resources
maps/delta4.resources
maps/delta5.resources
maps/deltax.resources
maps/enpro.resources
maps/erebus1.resources
maps/erebus2.resources
maps/erebus3.resources
maps/erebus4.resources
maps/erebus5.resources
maps/erebus6.resources
maps/hell.resources
maps/hell1.resources
maps/hellhole.resources
maps/le_enpro1.resources
maps/le_enpro2.resources
maps/le_exis1.resources
maps/le_exis2.resources
maps/le_hell.resources
maps/le_hell_post.resources
maps/le_underground.resources
maps/le_underground2.resources
maps/mars_city1.resources
maps/mars_city2.resources
maps/mc_underground.resources
maps/monorail.resources
maps/phobos1.resources
maps/phobos2.resources
maps/phobos3.resources
maps/phobos4.resources
maps/recycling1.resources
maps/recycling2.resources
maps/site3.resources
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
couldn't exec DBFAConfig.cfg
couldn't exec autoexec.cfg
Initializing Platform
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:1
...registered window class
...registered fake window class
Using GLEW 2.1.0
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: Intel(R) HD Graphics 5500
  StateFlags  : 0x5
  DeviceID    : PCI\VEN_8086&DEV_1616&SUBSYS_382B17AA&REV_09
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{39D9BBF1-88CF-11E8-B013-F15FDEBBFD05}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Generic PnP Monitor
      StateFlags  : 0x3
      DeviceID    : MONITOR\CMN15C6\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1366
          dmPelsHeight      : 768
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
...calling CDS: ok
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: Intel(R) HD Graphics 5500
  StateFlags  : 0x5
  DeviceID    : PCI\VEN_8086&DEV_1616&SUBSYS_382B17AA&REV_09
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{39D9BBF1-88CF-11E8-B013-F15FDEBBFD05}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Generic PnP Monitor
      StateFlags  : 0x3
      DeviceID    : MONITOR\CMN15C6\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 720
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
...created window @ 0,0 (1280x720)
Initializing OpenGL driver
...creating GL context: created OpenGL 4.4 context
succeeded
...making context current: succeeded
Using GLEW 2.1.0

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
OpenGL Version   : 4.4
OpenGL Vendor    : Intel
OpenGL Renderer  : Intel(R) HD Graphics 5500
OpenGL GLSL      : 4.4
idCommon::VPrintf: truncated to 4094 characters
OpenGL 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_ARB_map_buffer_alignment GL_ARB_conservative_depth 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_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_ARB_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic 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_s3tc 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_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow 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_ARB_texture_barrier GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_EXT_shader_integer_mix GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_timer_query GL_EXT_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_ARB_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_vi   maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
X..GL_GREMEDY_string_marker not found
...using GL_ARB_framebuffer_object
...using GL_EXT_framebuffer_blit
----- Initializing Render Shaders -----
While compiling vertex program renderprogs/gui.vs.hlsl
-----------------
  1: // filename renderprogs/gui.vs.hlsl
  2: #version 450
  3: #pragma shader_stage( vertex )
  4: #extension GL_ARB_separate_shader_objects : enable
  5: 
  6: 
  7: uniform vec4 _va_[4];
  8: 
  9: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
 10: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
 11: vec4 swizzleColor (vec4 c ) {
 12: 	return c ;
 13: }
 14: 
 15: in vec4 in_Position;
 16: in vec2 in_TexCoord;
 17: in vec4 in_Normal;
 18: in vec4 in_Tangent;
 19: in vec4 in_Color;
 20: in vec4 in_Color2;
 21: 
 22: out vec2 vofi_TexCoord0;
 23: out vec4 vofi_TexCoord1;
 24: out vec4 vofi_Color;
 25: 
 26: void main() {
 27: 	gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
 28: 	gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
 29: 	gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
 30: 	gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
 31: 	vofi_TexCoord0 . xy = in_TexCoord . xy ;
 32: 	vofi_TexCoord1 = ( ( in_Color2 ) * 2.0 ) - 1.0 ;
 33: 	vofi_Color = swizzleColor ( in_Color ) ;
 34: }
-----------------
ERROR: 0:2: '' :  incorrect GLSL version: 450


While compiling fragment program renderprogs/gui.ps.hlsl
-----------------
  1: // filename renderprogs/gui.ps.hlsl
  2: #version 450
  3: #pragma shader_stage( fragment )
  4: #extension GL_ARB_separate_shader_objects : enable
  5: 
  6: void clip( float v ) { if ( v < 0.0 ) { discard; } }
  7: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }
  8: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }
  9: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }
 10: 
 11: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
 12: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
 13: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
 14: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
 15: 
 16: uniform sampler2D samp0;
 17: 
 18: in vec2 vofi_TexCoord0;
 19: in vec4 vofi_TexCoord1;
 20: in vec4 vofi_Color;
 21: 
 22: out vec4 fo_FragColor;
 23: 
 24: void main() {
 25: 	vec4 color = ( texture ( samp0 , vofi_TexCoord0 ) * vofi_Color ) + vofi_TexCoord1 ;
 26: 	fo_FragColor . xyz = color. xyz * color. w ;
 27: 	fo_FragColor . w = color. w ;
 28: }
-----------------
ERROR: 0:2: '' :  incorrect GLSL version: 450
WARNING: 0:25: 'texture' : function is not available in current GLSL version 


While linking GLSL program 0 with vertexShader gui and fragmentShader gui
Link called without any attached shader objects.

--------- Game Map Shutdown ----------
--------------------------------------
Devices list:
----------
OpenAL Soft on Głośniki (Conexant SmartAudio HD)
----------
Setup OpenAL device and context... Done.
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.20.0
OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_effect_chain AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
********************
ERROR: While linking GLSL program 0 with vertexShader gui and fragmentShader gui

********************
Unknown command 'vid_restart'
While linking GLSL program 0 with vertexShader gui and fragmentShader gui

Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display

I am not sure if this problem was already solved. That's why i'm asking for help. I haven't used this port for a very long time. Last time i played on this port it was version 1.1.14

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I think you should try to update the drivers for your Intel gfx chip.

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2 hours ago, Hurykles said:

allright i found the issue. All of this is because by graphics card doesn't support open gl 4.5

If you try the "+set r_useOpenGL45 0" you can switch to ogl 4.0. See if that helps.

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Bump for the update that fixes the issue @VGA has reported, add freelook limit and fix the Linux pre-build binaries after I got report that they weren't working

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5 hours ago, MadGuy said:

Bump for the update that fixes the issue @VGA has reported, add freelook limit and fix the Linux pre-build binaries after I got report that they weren't working

I extracted the latest release in an empty folder, ran CDL.exe, selected the Doom 2 tab and pressed launch, I get a couldn't find default.cfg error

 

https://pastebin.com/fH2Wqtud

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@VGA : Did you copy the "base" -folder from the game into the source ports directory? It appears not to find the expected game files.

 

@MadGuy : Thank you! The Linux precompiled build works now. :)

 

Greetings

Funduke

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17 minutes ago, funduke said:

@VGA : Did you copy the "base" -folder from the game into the source ports directory? It appears not to find the expected game files.

 

I don't have the game installed, I just want to run the Doom source port part of this :D

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30 minutes ago, VGA said:

I don't have the game installed, I just want to run the Doom source port part of this :D

Both Classic And the Main Edition rely on the contents of the base folder and even more the Classic since it contains necessary files in order to pass the DOOM 3 BFG Edition boot sequence (yes it is still idTech 4.5 running idTech 1 (DOOMception ?)).

 Edit: Also the base folder in the Classic edition has already all the necessary files (including the default.cfg) in order to just pass the boot sequence. (The ONLY folder you can ignore is the _common_src)

Edit2: Also the Classic Edition is getting updated alongside the main edition

Edited by MadGuy

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47 minutes ago, funduke said:

@MadGuy : Thank you! The Linux precompiled build works now. :)

 

Greetings

Funduke

Great thanks for letting me know

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7 minutes ago, MadGuy said:

Both Classic And the Main Edition rely on the contents of the base folder and even more the Classic since it contains necessary files in order to pass the DOOM 3 BFG Edition boot sequence (yes it is still idTech 4.5 running idTech 1 (DOOMception ?)).

 Edit: Also the base folder in the Classic edition has already all the necessary files (including the default.cfg) in order to just pass the boot sequence. (The ONLY folder you can ignore is the _common_src)

Edit2: Also the Classic Edition is getting updated alongside the main edition

Do I have to wait for the Classic version to come out? Since I don't have any Doom 3 files on my PC? Or is there no way to run this without a Doom 3 BFG installation?

 

(This is all so confusing)

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Ah, OK, it works. Now how do I enable interpolation?

 

I can choose between 35fps, 40fps, 35fpsi and 40fpsi, what are these? Have you created the modern equivalent of ... Doom Legacy? :D

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11 minutes ago, VGA said:

Ah, OK, it works. Now how do I enable interpolation?

 

I can choose between 35fps, 40fps, 35fpsi and 40fpsi, what are these? Have you created the modern equivalent of ... Doom Legacy? :D

fps = both Engine & game

fpsi = 60FPS Engine & 35-40 FPS game (interpolation (too long word for 320 width))

 

Edit: Dunno but I kinda have re-inverted the wheel since many things are made from scratch. Only graphical fixes (Medusa effect, tutti fruit and slime trails) and some partial generalized linedefs have been taken directly from BOOM & MBF (and the random jump code pointer from Doom Retro for the SMOOTHED mod) 

Edited by MadGuy

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But Doom runs at 35fps, why would I choose the 40fps options?

Also, I chose 35fpsi, it restarted but it doesn't feel smooth when turning.

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@VGA The interpolation is done with equal frame distribution. Essentially it run these 35 game logic frames in the 60 frames timespan. The input is done in the next game frame (if I am not wrong)

 

@randomgamerguy1997 Are you sure your ESC key works ? Do you have any controller or peripheral device connected ?

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7 hours ago, MadGuy said:

 

@randomgamerguy1997 Are you sure your ESC key works ? Do you have any controller or peripheral device connected ?

 

Yes I'm sure my esc key works, it works in every other game.  I do have an xbox 360 controller but pressing any of the buttons on doesn't do anything either.

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1 minute ago, randomgamerguy1997 said:

 

Yes I'm sure my esc key works, it works in every other game.  I do have an xbox 360 controller but pressing any of the buttons on doesn't do anything either.

Just unplug the controller and try again

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1 minute ago, randomgamerguy1997 said:

 

Still doesn't work.

Then I have no idea the ESC key is literally unmappable and as far as I know it WORKS on both windows and linux

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