I tried with some experiments and I once managed to unfreeze the game by looking another way really fast, but the problem comes out again when looking the same way. I play the game in windowed mode at 1024x768 (but I've been experiencing the same problem at 1280x1024 full screen too).
I'm running the game on vista with a graphics card Sapphire x1950 gt.
here's the log:
Code: Select all
Log started: Fri Dec 14 20:46:10 2007
W_Init: Init WADfiles.
adding C:/games/gzdoom/gzdoom.pk3
adding C:/games/Doom/DOOM.WAD (2306 lumps)
I_Init: Setting up machine state.
CPU Speed: 1868.280119 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 CPU 6300 @ 1.86GHz
Family 6, Model 15, Stepping 6
Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Setting buffer size 20 succeeded
Initialization succeeded
Using software 3D sound
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon X1950 GT
GL_VERSION: 2.0.6465 Release
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_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_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture 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_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture 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_add 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_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
Support for non power 2 textures enabled.
Occlusion query enabled.
Init Shader 'Default::Standard':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Inverse':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Gold':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Red':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Green':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Standard':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Standard::desat':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Brightmap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Default::Brightmap::desat':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Standard':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Inverse':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Gold':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Red':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Green':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Standard':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Standard::desat':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Brightmap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 1::Brightmap::desat':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Standard':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Inverse':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Gold':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Red':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Green':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Standard':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Standard::desat':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Brightmap':
Fragment shader(s) linked, vertex shader(s) linked.
Init Shader 'Warp 2::Brightmap::desat':
Fragment shader(s) linked, vertex shader(s) linked.
Resolution: 1024 x 768
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
E3M1 - Bastioni dell'Inferno
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