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question about the logfile

Posted: Thu May 07, 2015 1:46
by NeoHippo
In older versions of GZDoom, the logfile contained a section W_Init: Init WADfiles which listed all loaded files, such as

Code: Select all

W_Init: Init WADfiles.
 adding H:/DOOM/ENGINES/GZDOOM/gzdoom-g2.1.pre-860/gzdoom.pk3, 601 lumps
 adding H:/PWAD_EDITING/IWADS/doom2.wad, 2919 lumps
 adding H:/PWAD_EDITING/IWADS/brightmaps.pk3, 499 lumps
 adding H:/PWAD_EDITING/IWADS/lights.pk3, 4 lumps
 adding H:/PWAD_EDITING/IWADS/BrightmapsDoom2.pk3, 881 lumps
 adding H:/PWAD_MAPPING/BUUR/Buur_05/buur_05e.wad, 12 lumps
I_Init: Setting up machine state.
In newer versions of GZDoom, this seems to be omitted.

Could this W-INIT block be added back in, or did I miss something about this?

Re: question about the logfile

Posted: Thu May 07, 2015 6:27
by Edward850

Code: Select all

Log started: Thu May 07 17:26:39 2015

M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding G:/Doom/GZdoom/gzdoom.pk3, 607 lumps
 adding G:/Doom/Iwads/doom2.wad, 2919 lumps
 adding G:/Doom/Autoload/doom2/d2brightmaps.pk3, 167 lumps
I_Init: Setting up machine state.
You're the one with the old version of GZDoom. ;)

Re: question about the logfile

Posted: Thu May 07, 2015 7:33
by Graf Zahl
This was an unintended change some time back in ZDoom which already got fixed by now.

Re: question about the logfile

Posted: Thu May 07, 2015 7:35
by NeoHippo
Graf Zahl wrote:This was an unintended change some time back in ZDoom which already got fixed by now.
So I'll have to wait for the next upload.
Thanks.

Re: question about the logfile

Posted: Thu May 07, 2015 8:51
by Graf Zahl
This bug is old news. What version did you get it with? AFAIK it has been fixed for months.

Re: question about the logfile

Posted: Fri May 08, 2015 2:26
by NeoHippo
I first noticed this with gzdoom-g2.1.pre-930-gbaa775b.7z, but it happens with every version after
gzdoom-g2.1.pre-863-gb45c88f.7z, which includes yesterday's upload of gzdoom-g2.1.pre-1134-ga59824c.7z.

Re: question about the logfile

Posted: Fri May 08, 2015 8:01
by Graf Zahl
Well, it does not happen with my build from yesterday afternoon.
And it doesn't happen with the latest devbuild. Have a look:

Code: Select all

Log started: Fri May 08 09:03:30 2015

M_LoadDefaults: Load system defaults.
Using program directory for storage
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
 adding C:/Doom/versions/gzdoom-g2.1.pre-1134-ga59824c/gzdoom.pk3, 607 lumps
 adding c:/doom/play/iwad/doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 3392 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz
  Family 6, Model 58, Stepping 9
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 550 Ti/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 350.12 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior 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_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc 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_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query 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_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev 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_formats GL_EXT_framebuffer_multisample_blit_scaled 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_polygon_offset_clamp 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_shader_integer_mix 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_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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_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_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended 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_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 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_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory 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_NV_shader_thread_group GL_KHR_blend_equation_advanced 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
Max. texture size: 16384
Max. texture units: 32
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. uniform block size: 65536
Uniform block alignment: 256
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080

Re: question about the logfile

Posted: Fri May 08, 2015 20:20
by NeoHippo
I think that I isolated the reason why I didn't see the W_Init block.

If I generate a logfile (loading.txt) through autoexec.cfg, then the W_Init block is not written.
  • playGZD.bat
    H:\DOOM\ENGINES\GZDOOM\CLEAN\gzdoom-g2.1.pre-1134\gzdoom.exe -iwad DOOMU.WAD -file %1 %2
  • autoexec.cfg
    vid_fps 1
    vid_vsync 1
    cl_capfps 1
    logfile "loading.txt"
Spoiler:
If I generate a logfile (startup.txt) through a bat file, then the W_Init block is written.
  • playGZD.bat
    H:\DOOM\ENGINES\GZDOOM\CLEAN\gzdoom-g2.1.pre-1134\gzdoom.exe -iwad DOOMU.WAD -file %1 %2 logfile "startup.txt"
  • autoexec.cfg
    vid_fps 1
    vid_vsync 1
    cl_capfps 1
    // logfile "loading.txt"
Spoiler:

Re: question about the logfile

Posted: Fri May 08, 2015 20:55
by Graf Zahl
That's because autoexec.cfg is read after data initialization. You have to report this at the ZDoom forums if you want it changed. It's a side effect of some recent cleanup in the init code.

Re: question about the logfile

Posted: Fri May 08, 2015 21:44
by NeoHippo
I don't post on ZDoom forum. But I'll ask a friend to do it for me.
Thank you for your quick response.

Re: question about the logfile

Posted: Sat May 09, 2015 3:51
by Blue Shadow
NeoHippo wrote:I don't post on ZDoom forum. But I'll ask a friend to do it for me.
"Guests" are able to make posts in the bugs forum. You don't need to create an account for that if you don't want to.