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Thread Tools | Display Modes |
November 23rd, 2006, 06:07 PM
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#1 |
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Commander Keen
Join Date: Jun 2005
Posts: 249
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[Resolved?] Ran into an error I've never seen before (W_CacheLumpNum)
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:
Code:
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
Last edited by DaniJ; November 28th, 2006 at 06:30 AM. |
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November 23rd, 2006, 11:11 PM
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#2 |
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Commander Keen
Join Date: Jan 2005
Posts: 1,057
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Is it a valid Doom2 map ? (ie vanilla, no Boom/MBF/Zdoom stuff ?)
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November 23rd, 2006, 11:20 PM
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#3 |
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Commander Keen
Join Date: Jun 2005
Posts: 249
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Been a solid Doomsday map ever since it was created.
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November 24th, 2006, 12:33 AM
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#4 |
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Commander Keen
Join Date: Jan 2005
Posts: 1,057
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does it work with beta4 ?
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November 24th, 2006, 09:55 AM
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#5 |
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Commander Keen
Join Date: Jun 2005
Posts: 249
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No, it is designed for use with only 1.8.6 and kickstart.
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November 24th, 2006, 10:40 AM
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#6 |
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Commander Keen
Join Date: Jan 2005
Posts: 1,057
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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.
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November 24th, 2006, 10:44 AM
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#7 |
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Join Date: Jul 2003
Posts: 1,261
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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. |
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November 24th, 2006, 12:34 PM
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#8 | ||
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Commander Keen
Join Date: Jun 2005
Posts: 249
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Quote:
Quote:
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November 24th, 2006, 10:04 PM
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#9 | |
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Commander Keen
Join Date: Jan 2005
Posts: 1,057
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Quote:
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November 24th, 2006, 11:31 PM
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#10 | |
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Commander Keen
Join Date: Jun 2005
Posts: 249
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Quote:
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November 25th, 2006, 08:18 AM
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#11 | |
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Commander Keen
Join Date: Jan 2005
Posts: 1,057
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Quote:
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.
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November 25th, 2006, 02:38 PM
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#12 |
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Join Date: Jul 2003
Posts: 1,261
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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 |
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November 25th, 2006, 07:31 PM
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#13 | ||
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Commander Keen
Join Date: Jun 2005
Posts: 249
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Quote:
Quote:
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November 26th, 2006, 01:38 PM
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#14 | |
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Commander Keen
Join Date: Jun 2005
Posts: 249
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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?
![]() Any-hoo heres the important part of my Doomsday.out file: Quote:
Last edited by mindless rambler; November 26th, 2006 at 01:55 PM. |
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November 28th, 2006, 06:29 AM
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#15 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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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. |
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November 28th, 2006, 03:46 PM
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#16 |
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Commander Keen
Join Date: Jun 2005
Posts: 249
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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? Last edited by mindless rambler; November 28th, 2006 at 04:05 PM. |
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November 28th, 2006, 10:55 PM
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#17 |
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Commander Keen
Join Date: Jan 2005
Posts: 1,057
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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.
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November 29th, 2006, 05:58 PM
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#18 |
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Commander Keen
Join Date: Jun 2005
Posts: 249
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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. Last edited by mindless rambler; December 1st, 2006 at 05:43 PM. |
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