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August 12th, 2004, 09:01 AM
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#1 |
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Guest
Posts: n/a
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More Problems: Game Breakup
I just downloaded and installed the 105meg jDTP. I also installed the jDUI. I'm not sure what the problem is now but the first level of UDoom ran fine but twice I've run into problems in level two. First time was going to the elevator to get the shotgun the second shooting out a barrel. In both cases the game paused, heard a buzz from the speakers. Then the framerate went way down to about 1fps. The floor and wall panels would break up... sometimes becoming transparent. I could still move around and shoot but something's obviously amiss. I'm still running rc3 because the version of rc4 was not a self-excuting RAR and after a week of trying to get jDOOM to work well I don't have the patience now to deal with different instructions for the same files that come in different formats. I greatly appreciate everyone's work in creating Doomsday but I really wish there was more standarization in the project.
Anyway, assuming the problem is the jDTP file, should I put the pk3 into a zip folder? Should I just extract all the textures and copy them to the Textures folder? |
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August 12th, 2004, 09:04 AM
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#2 |
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Commander Keen
Join Date: Feb 2004
Location: Grand Rapids, MI
Posts: 1,087
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Extract them to the textures folder. That's what I did, and I don't get any problems.
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August 12th, 2004, 09:04 AM
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#3 |
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Join Date: Jun 2004
Location: Manchester, UK
Posts: 1,393
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I say you extract all the textures to the textures folder, pk3s are actually uncompressed zip files so if you rename the .pk3 to .zip you can extract them
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August 12th, 2004, 09:15 AM
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#4 | |
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Guest
Posts: n/a
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Quote:
I had originally put all the textures there and when I discovered I could put the pk3s into the auto folder I deleted the files. The jDTP pack all contain exclusive files, right? There's no risk of a conflict of having some textures in the texture folder and a duplicate in the auto folder? Perhaps I should just put ALL textures in the texture folder and avoid that possibility. Question then is when I download new texture packs in the future... if there's duplicates how will I know which might be an updated png? Last edited by cryptomorph; August 12th, 2004 at 09:20 AM. |
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August 12th, 2004, 09:18 AM
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#5 |
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Join Date: Jun 2004
Location: Manchester, UK
Posts: 1,393
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yeah, i think so, anyway in pk3 when you load the game it takes ages to load the 1 pk3
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August 12th, 2004, 09:31 AM
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#6 |
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Guest
Posts: n/a
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I put all the textures from the 3 jDTP folders into the Textures folder... and deleted the 3 packs from the auto folder. There should be no duplicate pngs.
The game breakup is worst than before... again starting on level 2. Here's my doomsday.out file. Maybe I should try OpenGL Con_Init: Initializing the console. SW_Init: Startup message window opened. Executable: Version 1.8.0 Jun 27 2004 (DGL). Memory zone: 150.0 Mb. Parsing configuration files. W_Init: Init WADfiles. W_AddFile: Data\jDoom\DOOM.WAD IWAD identification: 00cdce4c W_AddFile: Data\jDoom\DOOM.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\jdui.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\jDUI-EP1-Map.pk3 W_AddFile: data\jDoom\auto\jDUI-EP2-Map.pk3 W_AddFile: data\jDoom\auto\jDUI-EP3-Map.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 1419 models 174 lights 112 sound effects 68 songs 335 text strings 147 particle generators 22 animation groups 49 surface decorations 105 map infos 6 finales Sys_Init: Setting up machine state. Sys_Init: Initializing keyboard, mouse and joystick. I_InitJoystick: Gravis GamePad Pro Sys_InitTimer. Sys_InitMixer: Santa Cruz(tm) Sfx_Init: Initializing Compatible... Sfx_InitChannels: 32 channels. DM_WinMusInit: 3 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 1.19 seconds. Net_InitGame: Initializing game data. GL_Init: Initializing Doomsday Graphics Library. DG_Init: Direct3D 8.1. Direct3D information: Driver: nv4_disp.dll Description: NVIDIA GeForce FX 5900XT Texture units: 2 Texture blending stages: 8 Modulate2X: OK MultiplyAdd: OK BlendFactorAlpha: OK Maximum texture size: 4096 x 4096 Maximum texture aspect ratio: 1:4096 Maximum anisotropy: 8 Multitexturing enabled (full). Con_StartupInit: Init startup screen. jDoom Version 1.15.0 Jun 27 2004 (Doomsday) ---------------------------------------------------------------------- The Ultimate DOOM Startup ---------------------------------------------------------------------- P_Init: Init Playloop state. HU_Init: Setting up heads up display. ST_Init: Init status bar. M_Init: Init miscellaneous info. SetupLevel: E1M1 (GL data found) GL_VERT v2.0 E1M1: Hangar Author: id Software Picked up an armor bonus. Picked up an armor bonus. Picked up the armor. Picked up a health bonus. Picked up a clip. Picked up 4 shotgun shells. Picked up an armor bonus. SetupLevel: E1M2 (GL data found) GL_VERT v2.0 E1M2: Nuclear Plant Author: id Software You got the shotgun! Picked up 4 shotgun shells. Picked up a clip. Picked up a clip. DG_Shutdown: Shutting down Direct3D... |
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August 12th, 2004, 09:54 AM
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#7 |
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Guest
Posts: n/a
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All the problems are gone using OpenGL... yet a few days ago I could not use it with the jDRP without it crashing my PC. Go figure.
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