It does not seem to be anything to do with the "waiting for players," as I can't join the server from my other computer.
Code: Select all
OS: Windows XP 5.1 (Build 2600)
Service Pack 2
adding gzdoom.pk3
adding doom2.wad (2919 lumps)
adding C:/Games/GZDoom/skins/cacolord.wad (798 lumps)
adding C:/Games/GZDoom/skins/Doom1_2.wad (102 lumps)
adding C:/Games/GZDoom/skins/lights.wad (4 lumps)
adding C:/Games/GZDoom/skins/Reason.wad (353 lumps)
adding C:/Games/GZDoom/skins/sttextures.wad (295 lumps)
adding z_mrdifide.wad (29 lumps)
CPU Speed: 1794.200197 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Celeron(R) CPU 1.80GHzn(R) CPU 1.80GHz
Family 15, Model 1, Stepping 3
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9200 Series DDR x86/SSE2
GL_VERSION: 1.3.4517 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query GL_ARB_point_parameters 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_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D 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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_SGI_color_matrix GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Occlusion query enabled.
Resolution: 800 x 600
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
Console player number: 0
Waiting for players...