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View Full Version : jDRP CRASHES SYSTEM: Help! Help! Help!


cryptomorph
August 9th, 2004, 02:18 PM
I have no idea what's going on. A friend of mine has system crashes trying to play Doomsday now I'm having the same problems. But I have a clue. The system doesn't crash if I don't use the jDRP... which is odd since I used it before with no problems.

Here's some background. I tried to install some new skybox packs and when I thought I screwed it up, I deleted the entire c:/doomsday folder. If someone has a better way to uninstall doomsday let me know.

So I was successful in reinstalling the game, the skyboxes. The game played fine using sprites. When I went to use the jDRP, the system crashed... got a hardware parity error message. I tried it twice with the same results. Switching off jDRP it ran fine. I have not yet confirmed that this will solve my friend's system crashes but I suspect it will.

I guessing that my method of removing the game from the system is at the heart of this but I have no idea how to prove it. Since DOOMSDAY has no uninstaller.... how does one get a clean uninstall? What's being left over that could cause problems? Registry entries?

Here's my KickStart.Out and Doomsday.Out files...... the latter is from my last successful test game... There was no record from the system crash.

-bd C:\Doomsday\ -mem 128m -sfxchan 32 -b 32 -wh 1024 768 -g C:\Doomsday\bin\jDoom.dll -d C:\Doomsday\defs\jDoom\jDoom.ded C:\Doomsday\defs\jdoom\jDRP.ded -f C:\Doomsday\Data\jDoom\DOOM2.WAD C:\Doomsday\Data\jDoom\DOOM2.gwa C:\Doomsday\data\jDoom\jDRP.pk3 -ani -pwadtex -vtxar -nomusic -nodop -r C:\Doomsday\Bin\drOpenGL.dll




Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.0 Jun 27 2004 (DGL).
Memory zone: 128.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: Data\jDoom\DOOM2.WAD
IWAD identification: 00f36acb
W_AddFile: Data\jDoom\DOOM2.gwa
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jDoom\jDoom.wad
IWAD identification: 00056533
W_AddFile: Data\jDoom\Auto\jDEP.pk3.zip
W_AddFile: Data\jDoom\Auto\jDEP-Ext.pk3.zip
Parsing user.cfg.
Reading definition file: Defs\Doomsday.ded
Reading definition file: defs\jDoom\jDoom.ded
138 sprite names
974 states
140 things
18 models
8 lights
112 sound effects
68 songs
335 text strings
27 particle generators
22 animation groups
51 surface decorations
101 map infos
12 finales
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
I_InitJoystick: Gravis GamePad Pro
Sys_InitTimer.
Sfx_Init: Initializing DirectSound...
DS_DSoundInit: EAX initialized.
Sfx_InitChannels: 32 channels.
DS_EAXSetdw (prop:11 value:2) failed. Result: 80004001.
DS_EAXSetdw (prop:2 value:-10000) failed. Result: 80004001.
DS_EAXSetf (prop:5 value:0.372500) failed. Result: 80004001.
DS_EAXSetdw (prop:3 value:0) failed. Result: 80004001.
DS_EAXSetf (prop:4 value:1.300000) failed. Result: 80004001.
S_Init: OK.
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.00 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: OpenGL.
OpenGL information:
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5900XT/AGP/3DNOW!
Version: 1.5.0
Extensions:
GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_shadow
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_mirrored_repeat GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
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_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test 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_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro
GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_object 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_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_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
GLU Version: 1.2.2.0 Microsoft Corporation
Texture units: 2
Maximum texture size: 4096
Maximum anisotropy: 8
Using anisotropic texture filtering.
Multitexturing enabled (full).
Con_StartupInit: Init startup screen.
jDoom Version 1.15.0 Jun 27 2004 (Doomsday)
----------------------------------------------------------------------
DOOM 2: Hell on Earth
----------------------------------------------------------------------
P_Init: Init Playloop state.
HU_Init: Setting up heads up display.
ST_Init: Init status bar.
M_Init: Init miscellaneous info.
SetupLevel: map01 (GL data found)
GL_VERT v2.0

Level 1: Entryway
Author: id Software

A chainsaw! Find some meat!
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a stimpack.
You've found a secret area!

DaniJ
August 9th, 2004, 03:00 PM
That is how you "uninstall" Doomsday. The only thing it leaves behind is a single registry entry that remembers the path to your Doomsday folder. It is only used for installing updates.

AFAIK there is no reason why the jDRP would crash your system unless you don't have enough memory, or you arn't using an upto date version of Doomsday.

cryptomorph
August 9th, 2004, 03:07 PM
That is how you "uninstall" Doomsday. The only thing it leaves behind is a single registry entry that remembers the path to your Doomsday folder. It is only used for installing updates.

AFAIK there is no reason why the jDRP would crash your system unless you don't have enough memory, or you arn't using an upto date version of Doomsday.

I saw your advice in another thread to increase memory... so I increased it to 256megs and the system still crashed. Actually it worked ok yesterday when I was using only 128... and even 32megs.

This is not Doomsday crashing... it's my friend and my entire PC. What's odd is that doomsday 1.8 RC3 worked fine for both of us. Now this. We're both using the same 1.8 file we downloaded to reinstall.

Here's my latest doomsday.out file. The system crashes right when the level is supposed to start.

Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.0 Jun 27 2004 (DGL).
Memory zone: 256.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: Data\jDoom\DOOM2.WAD
IWAD identification: 00f36acb
W_AddFile: Data\jDoom\DOOM2.gwa
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jDoom\jDoom.wad
IWAD identification: 00056533
W_AddFile: data\jDoom\jDRP.pk3
W_AddFile: Data\jDoom\Auto\jDEP.pk3.zip
W_AddFile: Data\jDoom\Auto\jDEP-Ext.pk3.zip
W_AddFile: data\jdoom\Auto\AmmoBox.pk3
W_AddFile: data\jdoom\Auto\AmmoClip.pk3
W_AddFile: data\jdoom\Auto\ArachnoShot.pk3
W_AddFile: data\jdoom\Auto\Arachnotron.pk3
W_AddFile: data\jdoom\Auto\ArchVile.pk3
W_AddFile: data\jdoom\Auto\Armor.pk3
W_AddFile: data\jdoom\Auto\Backpack.pk3
W_AddFile: data\jdoom\Auto\BaronFireball.pk3
W_AddFile: data\jdoom\Auto\BaronOfHell.pk3
W_AddFile: data\jdoom\Auto\Barrel.pk3
W_AddFile: data\jdoom\Auto\BerzerkPack.pk3
W_AddFile: data\jdoom\Auto\BFGShot.pk3
W_AddFile: data\jdoom\Auto\BigLamp.pk3
W_AddFile: data\jdoom\Auto\BigStonePillar.pk3
W_AddFile: data\jdoom\Auto\BigTree.pk3
W_AddFile: data\jdoom\Auto\BloodPools.pk3
W_AddFile: data\jdoom\Auto\BossCube.pk3
W_AddFile: data\jdoom\Auto\BrainStem.pk3
W_AddFile: data\jdoom\Auto\Cacodemon.pk3
W_AddFile: data\jdoom\Auto\CacoFireball.pk3
W_AddFile: data\jdoom\Auto\Candelabra.pk3
W_AddFile: data\jdoom\Auto\Candle.pk3
W_AddFile: data\jdoom\Auto\Cell.pk3
W_AddFile: data\jdoom\Auto\CellLarge.pk3
W_AddFile: data\jdoom\Auto\ColonGibs.pk3
W_AddFile: data\jdoom\Auto\ComputerMap.pk3
W_AddFile: data\jdoom\Auto\CyberDemon.pk3
W_AddFile: data\jdoom\Auto\Demon.pk3
W_AddFile: data\jdoom\Auto\EvilEye.pk3
W_AddFile: data\jdoom\Auto\FireCan.pk3
W_AddFile: data\jdoom\Auto\FireStick.pk3
W_AddFile: data\jdoom\Auto\FloatingSkulls.pk3
W_AddFile: data\jdoom\Auto\FormerCommando.pk3
W_AddFile: data\jdoom\Auto\FormerHuman.pk3
W_AddFile: data\jdoom\Auto\FormerSergeant.pk3
W_AddFile: data\jdoom\Auto\GenericModels.pk3
W_AddFile: data\jdoom\Auto\HangByFeet.pk3
W_AddFile: data\jdoom\Auto\HangingLeg.pk3
W_AddFile: data\jdoom\Auto\HangingLegs.pk3
W_AddFile: data\jdoom\Auto\HangNoBrain.pk3
W_AddFile: data\jdoom\Auto\HangNoGuts.pk3
W_AddFile: data\jdoom\Auto\HangNoLeg.pk3
W_AddFile: data\jdoom\Auto\HangtLookDn.pk3
W_AddFile: data\jdoom\Auto\HangtLookUp.pk3
W_AddFile: data\jdoom\Auto\HangtNoBrain.pk3
W_AddFile: data\jdoom\Auto\HangTorso.pk3
W_AddFile: data\jdoom\Auto\HangtSkull.pk3
W_AddFile: data\jdoom\Auto\HeadCandles.pk3
W_AddFile: data\jdoom\Auto\HeadOnAStick.pk3
W_AddFile: data\jdoom\Auto\HeadsOnStick.pk3
W_AddFile: data\jdoom\Auto\HealthPotion.pk3
W_AddFile: data\jdoom\Auto\HeartPillar.pk3
W_AddFile: data\jdoom\Auto\HellKnight.pk3
W_AddFile: data\jdoom\Auto\HUD-BFG.pk3
W_AddFile: data\jdoom\Auto\HUD-Chaingun.pk3
W_AddFile: data\jdoom\Auto\HUD-Chainsaw.pk3
W_AddFile: data\jdoom\Auto\HUD-Fists.pk3
W_AddFile: data\jdoom\Auto\HUD-Pistol.pk3
W_AddFile: data\jdoom\Auto\HUD-PlasmaRifle.pk3
W_AddFile: data\jdoom\Auto\HUD-RocketLauncher.pk3
W_AddFile: data\jdoom\Auto\HUD-Shotgun.pk3
W_AddFile: data\jdoom\Auto\HUD-SuperShotgun.pk3
W_AddFile: data\jdoom\Auto\Imp.pk3
W_AddFile: data\jdoom\Auto\ImpaledTwitcher.pk3
W_AddFile: data\jdoom\Auto\ImpFireball.pk3
W_AddFile: data\jdoom\Auto\Invisibility.pk3
W_AddFile: data\jdoom\Auto\Invulnerability.pk3
W_AddFile: data\jdoom\Auto\Keen.pk3
W_AddFile: data\jdoom\Auto\KeyCards.pk3
W_AddFile: data\jdoom\Auto\LightGoggles.pk3
W_AddFile: data\jdoom\Auto\LightMaps.pk3
W_AddFile: data\jdoom\Auto\LostSoul.pk3
W_AddFile: data\jdoom\Auto\MancFireball.pk3
W_AddFile: data\jdoom\Auto\Mancubus.pk3
W_AddFile: data\jdoom\Auto\Medikit.pk3
W_AddFile: data\jdoom\Auto\MediumLamp.pk3
W_AddFile: data\jdoom\Auto\MegaSphere.pk3
W_AddFile: data\jdoom\Auto\MiscFX.pk3
W_AddFile: data\jdoom\Auto\PainElemental.pk3
W_AddFile: data\jdoom\Auto\Particles.pk3
W_AddFile: data\jdoom\Auto\PlasmaShot.pk3
W_AddFile: data\jdoom\Auto\Player.pk3
W_AddFile: data\jdoom\Auto\PRocket.pk3
W_AddFile: data\jdoom\Auto\RadiationSuit.pk3
W_AddFile: data\jdoom\Auto\Revenant.pk3
W_AddFile: data\jdoom\Auto\RevRocket.pk3
W_AddFile: data\jdoom\Auto\Rocket.pk3
W_AddFile: data\jdoom\Auto\RocketBox.pk3
W_AddFile: data\jdoom\Auto\ShellBox.pk3
W_AddFile: data\jdoom\Auto\Shells.pk3
W_AddFile: data\jdoom\Auto\ShineMaps.pk3
W_AddFile: data\jdoom\Auto\SkullKeys.pk3
W_AddFile: data\jdoom\Auto\SkullPillar.pk3
W_AddFile: data\jdoom\Auto\SmallLamp.pk3
W_AddFile: data\jdoom\Auto\SoulSphere.pk3
W_AddFile: data\jdoom\Auto\Spectre.pk3
W_AddFile: data\jdoom\Auto\SpiderMastermind.pk3
W_AddFile: data\jdoom\Auto\SpinalColumn.pk3
W_AddFile: data\jdoom\Auto\SpiritualArmor.pk3
W_AddFile: data\jdoom\Auto\SSSoldier.pk3
W_AddFile: data\jdoom\Auto\Stalag.pk3
W_AddFile: data\jdoom\Auto\Stalagtite.pk3
W_AddFile: data\jdoom\Auto\Stimpack.pk3
W_AddFile: data\jdoom\Auto\StonePillar.pk3
W_AddFile: data\jdoom\Auto\TallTorch.pk3
W_AddFile: data\jdoom\Auto\TechPillar.pk3
W_AddFile: data\jdoom\Auto\Tree.pk3
W_AddFile: data\jdoom\Auto\W-BFG.pk3
W_AddFile: data\jdoom\Auto\W-Chaingun.pk3
W_AddFile: data\jdoom\Auto\W-Chainsaw.pk3
W_AddFile: data\jdoom\Auto\W-PlasmaRifle.pk3
W_AddFile: data\jdoom\Auto\W-RocketLauncher.pk3
W_AddFile: data\jdoom\Auto\W-Shotgun.pk3
W_AddFile: data\jdoom\Auto\W-SuperShotgun.pk3
Parsing user.cfg.
Reading definition file: Defs\Doomsday.ded
Reading definition file: defs\jDoom\jDoom.ded
Reading definition file: defs\jdoom\jDRP.ded
138 sprite names
1369 states
140 things
1413 models
174 lights
112 sound effects
68 songs
335 text strings
147 particle generators
22 animation groups
51 surface decorations
101 map infos
12 finales
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
I_InitJoystick: Gravis GamePad Pro
Sys_InitTimer.
Sfx_Init: Initializing DirectSound...
DS_DSoundInit: EAX initialized.
Sfx_InitChannels: 32 channels.
DS_EAXSetdw (prop:11 value:2) failed. Result: 80004001.
DS_EAXSetdw (prop:2 value:-10000) failed. Result: 80004001.
DS_EAXSetf (prop:5 value:0.372500) failed. Result: 80004001.
DS_EAXSetdw (prop:3 value:0) failed. Result: 80004001.
DS_EAXSetf (prop:4 value:1.300000) failed. Result: 80004001.
S_Init: OK.
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 1.05 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: OpenGL.
OpenGL information:
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5900XT/AGP/3DNOW!
Version: 1.5.0
Extensions:
GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_shadow
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_mirrored_repeat GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program
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_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test 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_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro
GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_object 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_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_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
GLU Version: 1.2.2.0 Microsoft Corporation
Texture units: 2
Maximum texture size: 4096
Maximum anisotropy: 8
Using anisotropic texture filtering.
Multitexturing enabled (full).
Con_StartupInit: Init startup screen.
jDoom Version 1.15.0 Jun 27 2004 (Doomsday)
----------------------------------------------------------------------
DOOM 2: Hell on Earth
----------------------------------------------------------------------
P_Init: Init Playloop state.
HU_Init: Setting up heads up display.
ST_Init: Init status bar.
M_Init: Init miscellaneous info.

cryptomorph
August 9th, 2004, 03:15 PM
I tried using Direct3D with jDRP and Doomsday now runs fine. Any issues specific to OpenGL? It's all I used since I first installed Doomsday last Wednesday.... and until today it's always worked just fine. Only problem was in Eternal where the framerate was way down on level 3, I believe.

KuriKai
August 9th, 2004, 07:31 PM
got the latest drivers for your video card?

cryptomorph
August 10th, 2004, 07:09 AM
got the latest drivers for your video card?

Yup. But I really believe there's something else going on. Why would Doomsday run fine for myself and my friend who have radically different systems, then both start to act up and be fixed the same way?

Actually I'm noticing some other odd bugs. I've been installing some of the hi-res textures and on Ultimate Doom level 2 I'd get weird bugs. Going though the blue door and the zombie on the right wasn't being rendered correctly... no head. My frame rate went to hell.... 1 frame per 3-4 seconds. I'm getting the shit blasted out of me and only a lucky hit killed him. Once dead, the framerate returned to normal.

I have to wonder if I've installed them correctly.... I have two texture packs and I copied all the pngs into C:\Doomsday\Data\jDoom\Textures Should I have just copied the zip files?

Jaquboss
August 10th, 2004, 07:35 AM
Using S**t D3D is not good there can be error in your Drivers.
Install newest one. Also check that jdrp and texture packs are not currupted.
Try to open zombie heads and blue door texture.

cryptomorph
August 10th, 2004, 10:04 AM
Using S**t D3D is not good there can be error in your Drivers.
Install newest one. Also check that jdrp and texture packs are not currupted.
Try to open zombie heads and blue door texture.

How do I open a specific model file when they were all part of an exe file? I'm getting more and more confused about the model packs. There was on at doomsdayhq that was 9megs. When I had problems Dani J said the 9meg one was old and to get the jDRP that's 19megs. Yet there's another jDRP at ftp://wintermute.bounceme.net/jdoom/jDRP/ that's 33megs. Trying to sort though the texture packs is equally confusing. This is getting nuts. Every time I find I'm not running the latest pack I have to let my friends know and all of us have to catch up. This is where I think some of the problems are since the only uninstall I could find was deleting the doomsday folder then two of us had problems with system crashes when using the 19 meg jDRP and OpenGL.

Here's some of my dxdiag if it's any help. I can't post it all. I seem to be running the latest version of DirectX.

------------------
System Information
------------------
Time of this report: 8/10/2004, 12:34:24
Machine name: ORACLE
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 1 (2600.xpsp2.030422-1633)
Language: English (Regional Setting: English)
System Manufacturer: Compaq
System Model: Compaq PC
BIOS: Default System BIOS
Processor: AMD Athlon(tm) Processor, MMX, 3DNow, ~1.3GHz
Memory: 512MB RAM
Page File: 240MB used, 1009MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0b (4.09.0000.0902)
DX Setup Parameters: Not found
DxDiag Version: 5.03.0001.0902 32bit Unicode

------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found. Direct3D 7 test results: All tests were successful. Direct3D 8 test results: All tests were successful. Direct3D 9 test results: All tests were successful.
Sound Tab 1: DirectSound test results: All tests were successful.
Music Tab: DirectMusic test results: All tests were successful.
Input Tab: No problems found.
Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (n/a)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce FX 5900XT
Manufacturer: NVIDIA
Chip type: GeForce FX 5900XT
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0332&SUBSYS_00000000&REV_A1
Display Memory: 128.0 MB
Current Mode: 1024 x 768 (32 bit) (75Hz)
Monitor: SyncMaster 763MB/713MB, SyncMaster Magic CD173D(P)
Monitor Max Res: 1280,1024
Driver Name: nv4_disp.dll
Driver Version: 6.14.0010.5664 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 3/3/2004 10:29:00, 4256896 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: nv4_mini.sys
Mini VDD Date: 3/3/2004 10:29:00, 1893536 bytes
Device Identifier: {D7B71E3E-4072-11CF-9075-0A2000C2CB35}
Vendor ID: 0x10DE
Device ID: 0x0332
SubSys ID: 0x00000000
Revision ID: 0x00A1
Revision ID: 0x00A1
Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
Deinterlace Caps: {212DC722-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{212DC723-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_MedianFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC722-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{212DC723-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_MedianFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC722-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{212DC723-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_MedianFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{212DC722-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{212DC723-3235-44A4-BD29-E1652BBCC71C}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_MedianFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: All tests were successful.
D3D8 Test Result: All tests were successful.
D3D9 Test Result: All tests were successful.

Jaquboss
August 10th, 2004, 10:14 AM
If you want to check pk3´s and you have WinXP then do following.
Open explorer -- (I don´t have english Win´s so some names can be diffirent)
Find Folder options or somithing like that (you have to find it under "tools" or something like that) Do new filetype -- pk3 and set it as zip folder-- now you can use explorer to browse pk3´s browse jdoom/data/jDRP.pk3 then find that zombie guy pk3 browse it and check all textures in in. It´s formerhuman.pk3
You can also extract pk3´s as zip´s

Jaquboss
August 10th, 2004, 10:19 AM
also use newest forceware (I don´t have Nvidia so i don´t know)
and you don´t need to post a lot of only YOURS informations

Jaquboss
August 10th, 2004, 10:23 AM
yeah and download 1.8.1 rc4 this is only on sourceforge (doomsdayhq.com seems to be old)