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Old November 23rd, 2006, 06:07 PM   #1
mindless rambler
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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
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.

Last edited by DaniJ; November 28th, 2006 at 06:30 AM.
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Old November 23rd, 2006, 11:11 PM   #2
Yagisan
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Is it a valid Doom2 map ? (ie vanilla, no Boom/MBF/Zdoom stuff ?)
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Old November 23rd, 2006, 11:20 PM   #3
mindless rambler
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Been a solid Doomsday map ever since it was created.
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Old November 24th, 2006, 12:33 AM   #4
Yagisan
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does it work with beta4 ?
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Old November 24th, 2006, 09:55 AM   #5
mindless rambler
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No, it is designed for use with only 1.8.6 and kickstart.
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Old November 24th, 2006, 10:40 AM   #6
Yagisan
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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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Old November 24th, 2006, 10:44 AM   #7
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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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Old November 24th, 2006, 12:34 PM   #8
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Quote:
Originally Posted by Yagisan
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.


Quote:
Originally Posted by Vermil
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.
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Old November 24th, 2006, 10:04 PM   #9
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Quote:
Originally Posted by mindless rambler
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.
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Old November 24th, 2006, 11:31 PM   #10
mindless rambler
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Quote:
Originally Posted by Yagisan
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.
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Old November 25th, 2006, 08:18 AM   #11
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Quote:
Originally Posted by mindless rambler
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.
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Old November 25th, 2006, 02:38 PM   #12
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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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Old November 25th, 2006, 07:31 PM   #13
mindless rambler
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Quote:
Originally Posted by Yagisan
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.


Quote:
Originally Posted by Vermil
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!
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Old November 26th, 2006, 01:38 PM   #14
mindless rambler
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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:
----------------------------------------------------------------------
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)

Last edited by mindless rambler; November 26th, 2006 at 01:55 PM.
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Old November 28th, 2006, 06:29 AM   #15
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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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Old November 28th, 2006, 03:46 PM   #16
mindless rambler
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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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Old November 28th, 2006, 10:55 PM   #17
Yagisan
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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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Old November 29th, 2006, 05:58 PM   #18
mindless rambler
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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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