[fixed] Won't even start!

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

[fixed] Won't even start!

Post by Nash »

I can see the console startup, but when it starts loading the title screen or TITLEMAP, GZDoom will just quit without any error messages or logs.

I can hear a split second of the title music before it bombs out.

Here are some startup console logs.

With a fresh install (created a new directory, placed DOOM2.WAD and copied GZDoom into the new directory):

[spoiler]

Code: Select all

Log started: Wed Jul 26 00:15:46 2006

 adding F:/Games/GZDoom/gzdoom.pk3
 adding ./doom2.wad (2919 lumps)
CPU Speed: 1659.555412 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) Prosussor
  Family 6 (7), Model 8, 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: GeForce4 MX 440/AGP/SSE/3DNOW!
GL_VERSION: 1.5.7
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 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_mirrored_repeat 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_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap 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_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Resolution: 640 x 480
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
[/spoiler]

With my regular GZDoom setup:

[spoiler]

Code: Select all

Log started: Wed Jul 26 00:16:32 2006

 adding F:/Games/GZDoom/gzdoom.pk3
 adding ./doom2.wad (2919 lumps)
 adding F:/Games/GZDoom/skins/lights.wad (4 lumps)
 adding F:/Games/GZDoom/skins/splash4.wad (72 lumps)
 adding F:/Games/GZDoom/skins/NewBlood.wad (1 lumps)
CPU Speed: 1659.544751 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) Prosussor
  Family 6 (7), Model 8, 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: GeForce4 MX 440/AGP/SSE/3DNOW!
GL_VERSION: 1.5.7
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 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_mirrored_repeat 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_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap 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_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Resolution: 640 x 400
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
[/spoiler]
Xtife
Posts: 39
Joined: Wed Nov 02, 2005 23:21

Post by Xtife »

i have no problem with 1.0.17
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Me neither.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Are you using some super-advanced GL function in the latest GZDoom? Something my hardware (GeForce4 MX 440) doesn't support?

Other GL games work just fine.

To make things worse, there's no error message. GZDoom simply closes without saying anything at the titlescreen.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Can you get it to start in software mode? (Just in case it's not opengl related at all.)
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Yeah, as mentioned in the news thread; editing the INI and setting gl_nogl=false will get 1.0.17 to start.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Indeed it did. It called the shader deinit function which logically shouldn't run on such an old card.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Try

http://grafzahl.drdteam.org/gzdoom/GZDo ... 1-0-18.zip

I'll make it official when you confirm that it works.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

1.0.18 fixes the problem. Thanks a lot, Graf.

Sorry for the crappy hardware. XD I've had some new computers setup in my recording studio recently, so that leaves me with two spare Pentium 4 systems which I plan to convert to gaming systems. My friend sold me an ATI Radeon 9550 real cheap so I can't wait to try that. I've been hearing bad stories about ATI cards but I hope this will be fine.

In other words: I'm getting rid of this rig (Athlon 2000XP, 512 MB RAM, GeForce4 MX 440) soon (yay!).
User avatar
MartinHowe
Posts: 154
Joined: Tue Aug 30, 2005 22:07
Location: East Suffolk (UK)

Post by MartinHowe »

Likewise, 1018 is OK on a Radeon Mobile 7500
Locked

Return to “Closed Bugs”