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mindless rambler
November 23rd, 2006, 06:07 PM
After a long hiatus I began working on my TC for Doomsday and fixed and discovered the source of my texture corruption only to run into this new error on level 3:

Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.8.6 Jan 8 2005 (DGL).
Memory zone: 256.0 Mb.
The requested amount was 1024.0 Mb.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: Data\jDoom\DOOM2.WAD
IWAD identification: 00f38a76
W_AddFile: Data\jDoom\DOOM2.gwa
W_AddFile: Data\Doomsday.wad
W_AddFile: Data\jDoom\jDoom.wad
IWAD identification: 00056533
W_AddFile: Data\jDoom\Gw.gwa
W_AddFile: Data\jDoom\Gw.wad
Parsing user.cfg.
Reading definition file: Defs\Doomsday.ded
Reading definition file: defs\jDoom\jDoom.ded
Reading definition file: defs\jDoom\Gateway.ded
138 sprite names
2439 states
322 things
8 lights
116 sound effects
79 songs
470 text strings
51 particle generators
27 animation groups
51 surface decorations
105 map infos
16 finales
3 sector types
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
Sys_InitTimer.
Sys_InitMixer: Realtek AC97 Audio
Sfx_Init: Initializing DirectSound...
DS_DSoundInit: EAX initialized.
Sfx_InitChannels: 16 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.
DM_WinMusInit: 1 MIDI-Out devices present.
DM_WinMusInit: MIDI initialized.
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 6200/AGP/SSE2/3DNOW!
Version: 2.0.3
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_tw
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_clear_tag
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_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
GLU Version: 1.2.2.0 Microsoft Corporation
Texture units: 2
Maximum texture size: 4096
Maximum anisotropy: 16
Multitexturing enabled (full).
Con_StartupInit: Init startup screen.
jDoom Version 1.15.6 Jan 8 2005 (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.
>warp 3
Cheating to level...
SetupLevel: map03
W_CacheLumpNum: 4689 >= numlumps

Nodebuilders just freak out and cancel all calculations so it is preventing me from continuing my work through Doombuilder. Running Doomsday 1.8.6 for my TC.

Yagisan
November 23rd, 2006, 11:11 PM
Is it a valid Doom2 map ? (ie vanilla, no Boom/MBF/Zdoom stuff ?)

mindless rambler
November 23rd, 2006, 11:20 PM
Been a solid Doomsday map ever since it was created.

Yagisan
November 24th, 2006, 12:33 AM
does it work with beta4 ?

mindless rambler
November 24th, 2006, 09:55 AM
No, it is designed for use with only 1.8.6 and kickstart.

Yagisan
November 24th, 2006, 10:40 AM
Is that NO it does not work, or no you didn't try ? I could care less for the launcher dramas (I prefer command line myself) - I'm interested in knowing if it is an engine bug, or a wad bug. There will be no fixes backported to 1.8.6 from the 1.9.0 series.

Vermil
November 24th, 2006, 10:44 AM
Have you tried deleting the GWA files and letting Dday rebuild them?

Dday ocasionally has problems updating/replacing a GWA file if the wad has changed since it was built.

mindless rambler
November 24th, 2006, 12:34 PM
Is that NO it does not work, or no you didn't try ? I could care less for the launcher dramas (I prefer command line myself) - I'm interested in knowing if it is an engine bug, or a wad bug. There will be no fixes backported to 1.8.6 from the 1.9.0 series.
It is designed for use only with 1.8.6, I used to run it under 1.9.0 beta 3 & 4 but after so many f***-ups they caused I just went back to 1.8.6.


Have you tried deleting the GWA files and letting Dday rebuild them?

Dday ocasionally has problems updating/replacing a GWA file if the wad has changed since it was built.
Yes I have done so multiple times, each time getting the same error. I have also tried 3 nodebuilders other than glbsp and all with the same results.

Yagisan
November 24th, 2006, 10:04 PM
It is designed for use only with 1.8.6, I used to run it under 1.9.0 beta 3 & 4 but after so many f***-ups they caused I just went back to 1.8.6. OK, I'm afraid I can't help any further on such an old version.

mindless rambler
November 24th, 2006, 11:31 PM
OK, I'm afraid I can't help any further on such an old version.
I don't really see how the latest stable version is really all that bad but thanks anyways.

Yagisan
November 25th, 2006, 08:18 AM
I don't really see how the latest stable version is really all that bad but thanks anyways. It is from before my time, I don't really know much about 1.8.6's guts since it was release before i joined the team - thats why I cant help :( there really is a lot of changes between it and the 1.9.0 betas where I joined - it's almost a totally different engine.

Vermil
November 25th, 2006, 02:38 PM
I knew I'd seen that error message before. It's when you've got a texture looking for a patch that doesn't exist.

http://forums.newdoom.com/showthread.php?t=30632

mindless rambler
November 25th, 2006, 07:31 PM
It is from before my time, I don't really know much about 1.8.6's guts since it was release before i joined the team - thats why I cant help :( there really is a lot of changes between it and the 1.9.0 betas where I joined - it's almost a totally different engine.
Its alright and I appreciate you trying to help anyways.


I knew I'd seen that error message before. It's when you've got a texture looking for a patch that doesn't exist.

http://forums.newdoom.com/showthread.php?t=30632
Thank you so much, now I can get to work again!

mindless rambler
November 26th, 2006, 01:38 PM
Sorry to double post, but hoo-f***ing ray, now I have a Z_Malloc error after fixing the textures. Z_Malloc is that bulls*** error that never seems to go away if I remember correctly, right? *burn*

Any-hoo heres the important part of my Doomsday.out file:

----------------------------------------------------------------------
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
Z_Malloc: Failed on allocation of -663528 bytes.
Please increase the size of the memory zone with the -maxzone option.

663528 bytes? I have 1024 megabytes for it to use! (Also tried 512 and 256)

DaniJ
November 28th, 2006, 06:29 AM
Can you post the wad (or email me a link or something) and I'll look into the problem.

I'll also add some more verbose warnings about missing patches rather than the generic W_CacheLumpNum stuff when I'm next in that part of the code.

mindless rambler
November 28th, 2006, 03:46 PM
It is approximately 13mb in size and I cannot email anything over 10mb and nor do I know a good place to host it. Maybe I could try putting it in a .zip or .rar file and see how big that leaves it.

-edit #1- Holy crap my GatewayTC folder is 111mb...

-edit #2- Down to 84mb... 62mb... 33mb...

-edit #3- GatewayTC now crammed into GatewayTC.rar@14mb Now what do I do?

Yagisan
November 28th, 2006, 10:55 PM
If you have irc, join #doomsday on irc.freenode.net, and dcc the file to me, and I'll host a copy for DaniJ on my www server, or email it to him, at his preference.

mindless rambler
November 29th, 2006, 05:58 PM
I have irc and I'm connected to doomsday but I have no idea how the hell I use it.

-edit- After reading the Chatzilla FAQ I think I have a handle on how the irc thing works.