[Problem] Crash without Error Message

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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Post by Tormentor667 »

So no solution here for me?! :(
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Nash
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Post by Nash »

Had you took my suggestion to backup and reformat, you wouldn't have wasted any time and would have had a better chance of finding out if GZDoom will work on your computer again.

The total time it takes to mass backup your files and do a clean Windows re-install is like only, what, a couple of hours? It's better than waiting for the answer because nobody seems to have a clue.
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Tormentor667
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Post by Tormentor667 »

Okay, so seems like this is the only thing I can do now :(
*starts to backup, format and reinstall*
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NeoHippo
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Post by NeoHippo »

Eh, Tormentor.

from your logfile:
adding C:/Temp/GZDoom/gzdoom.pk3

Are you, perchance, loading two files with the same name? If not, why is this loaded from C:/Temp and not the install directory?
TAtL, tU, aE
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Shinjanji
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Post by Shinjanji »

I'm guessing Torm tried to test a fresh install of GZDoom in C:\Temp.
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Tormentor667
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Post by Tormentor667 »

Shinjanji wrote:I'm guessing Torm tried to test a fresh install of GZDoom in C:\Temp.
Exactly!
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Tormentor667
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Post by Tormentor667 »

I don't get it... system reinstalled, drivers are up to date and I still get a crash when launching GZDoom :( Log says still the same:
Log started: Wed Nov 08 00:03:01 2006

adding J:/DoomDev/gzdoom.pk3
adding ./heretic.wad (2633 lumps)
CPU Speed: 2191.236238 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) XP 3200+
Family 6 (7), Model 10, Stepping 0
Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6600 LE/AGP/SSE/3DNOW!
GL_VERSION: 2.0.3
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 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_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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 GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp 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_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_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
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 1024 x 768
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Nash
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Post by Nash »

Did you try to run GZDoom immediately after a fresh Windows re-install?

You should have tried to run GZDoom without installing anything else immediately after re-installing Windows XP. Then progressively install drivers and attempt to run it after each install.

Example: Fresh WinXP installation -> Run GZDoom -> Graphics drivers -> Run GZDoom -> Sound drivers -> Run GZDoom ... etc... the order doesn't matter but installing graphics drivers first would be important because you want to run GZDoom in OpenGL.
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Skunk
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Post by Skunk »

Later he's gunna be pissed when he finds out he wiped his hard drive for nothing.
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Post by Tormentor667 »

@Nash - Running GZDoom without Graphics Driver won't work because I just have 8Bit Desktop colors and even software mode GZDoom won't work with that. I tried GZDoom after my GFX drivers were installed, Sound Drivers have bee automatically installed by Windows so there is nothing I could do about it but that was all and still it isn't working :( I am absolutely out of ideas and I am frustrated :(
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Nash
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Post by Nash »

Well I don't have a damn clue. It works before this, now it just doesn't.
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