Thanks helifax....changing that Depth Factor from 0.5 to 1..now i see more depth and i can lower a bit the convergence and now the gun/hand looks ok.
If you want i can test/help with that light shader....is the only issue i see that can be a little anoying.
Cheers!!!
Hi DHR,
Sorry went to bed last night.
I plan to make an update with the above fix in place;) today.
If you can't wait until then the shader is: "121_Vertex_6a07f5c0.glsl"
You can copy it from the DUMP Shaders and put in Shaders.
You need to remove the Stereo Correction on this one. Is part of multi-pass rendering and the position is already in 3D Space.
That is all there is to it;)
[s]I'm still looking into making the world a little bit more "vivid" ;)[/s]
Unfortunately this is not possible with breaking a lot of rendering... :(
Sorry went to bed last night.
I plan to make an update with the above fix in place;) today.
If you can't wait until then the shader is: "121_Vertex_6a07f5c0.glsl"
You can copy it from the DUMP Shaders and put in Shaders.
You need to remove the Stereo Correction on this one. Is part of multi-pass rendering and the position is already in 3D Space.
That is all there is to it;)
I'm still looking into making the world a little bit more "vivid" ;)
Unfortunately this is not possible with breaking a lot of rendering... :(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Thanks helifax!!
Don't worry....all of us need to sleep sometime..jejeje
That do the trick...now all lights are working properly.
Now i noticed that the windows reflections in some areas may have the same issue, specially when the light reflect on them.....i just noticed, but is minor.
Have you try changing the StereoflagDX10 and enable compute shader light? is working fine and add a soft touch with lights in some places.
Thanks helifax!!
Don't worry....all of us need to sleep sometime..jejeje
That do the trick...now all lights are working properly.
Now i noticed that the windows reflections in some areas may have the same issue, specially when the light reflect on them.....i just noticed, but is minor.
Have you try changing the StereoflagDX10 and enable compute shader light? is working fine and add a soft touch with lights in some places.
[quote="DHR"]Thanks helifax!!
Don't worry....all of us need to sleep sometime..jejeje
That do the trick...now all lights are working properly.
Now i noticed that the windows reflections in some areas may have the same issue, specially when the light reflect on them.....i just noticed, but is minor.
Have you try changing the StereoflagDX10 and enable compute shader light? is working fine and add a soft touch with lights in some places.[/quote]
Yes, the glass refraction is fixed. However they used a 2D texture to "see what is behind". Because of this it might look a bit flat...
I can't fix it more than this without breaking it completely:(
I haven't tried the compute shader thingy. Yet, I fail to understand how that might work;)) As I am using 3D Vision Direct. Maybe that flag changes how the GPU is using Compute Shaders if 3D Vision is active?
I'll repack everything and put it on the website;)
Edit: Done
DHR said:Thanks helifax!!
Don't worry....all of us need to sleep sometime..jejeje
That do the trick...now all lights are working properly.
Now i noticed that the windows reflections in some areas may have the same issue, specially when the light reflect on them.....i just noticed, but is minor.
Have you try changing the StereoflagDX10 and enable compute shader light? is working fine and add a soft touch with lights in some places.
Yes, the glass refraction is fixed. However they used a 2D texture to "see what is behind". Because of this it might look a bit flat...
I can't fix it more than this without breaking it completely:(
I haven't tried the compute shader thingy. Yet, I fail to understand how that might work;)) As I am using 3D Vision Direct. Maybe that flag changes how the GPU is using Compute Shaders if 3D Vision is active?
I'll repack everything and put it on the website;)
Edit: Done
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Now it runs smooth than before the update to Your wrapper (At 60 FPS no shutter at all) :)
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
Yes i noticed the 2D texture in windows a little off, but i suppose was that.
I'm talking about any light that reflect on the windows have a similar cut-off issue..look at a windows with a light and start to move slowly and you will see the cut-off (sometimes you see the light in one eye and in different angle or position looks ok...same pattern than the other). Maybe is a VS related that also need to remove the stereo correction.
About the StereoFlagDX10, using the 4 number, enable computer shaders to render in stereo....at least works in DX11 (Unreal Engines 4 need this to render properly the Tile Light in stereo)....but i suppose also work here.
Yes i noticed the 2D texture in windows a little off, but i suppose was that.
I'm talking about any light that reflect on the windows have a similar cut-off issue..look at a windows with a light and start to move slowly and you will see the cut-off (sometimes you see the light in one eye and in different angle or position looks ok...same pattern than the other). Maybe is a VS related that also need to remove the stereo correction.
About the StereoFlagDX10, using the 4 number, enable computer shaders to render in stereo....at least works in DX11 (Unreal Engines 4 need this to render properly the Tile Light in stereo)....but i suppose also work here.
[quote="DHR"]Yes i noticed the 2D texture in windows a little off, but i suppose was that.
I'm talking about any light that reflect on the windows have a similar cut-off issue..look at a windows with a light and start to move slowly and you will see the cut-off (sometimes you see the light in one eye and in different angle or position looks ok...same pattern than the other). Maybe is a VS related that also need to remove the stereo correction.
About the StereoFlagDX10, using the 4 number, enable computer shaders to render in stereo....at least works in DX11 (Unreal Engines 4 need this to render properly the Tile Light in stereo)....but i suppose also work here.[/quote]
There is nothing else I can do about the cut-offs, like I have said it multiple times.:)
That is controlled by those 2 shaders I posted above.
DHR said:Yes i noticed the 2D texture in windows a little off, but i suppose was that.
I'm talking about any light that reflect on the windows have a similar cut-off issue..look at a windows with a light and start to move slowly and you will see the cut-off (sometimes you see the light in one eye and in different angle or position looks ok...same pattern than the other). Maybe is a VS related that also need to remove the stereo correction.
About the StereoFlagDX10, using the 4 number, enable computer shaders to render in stereo....at least works in DX11 (Unreal Engines 4 need this to render properly the Tile Light in stereo)....but i suppose also work here.
There is nothing else I can do about the cut-offs, like I have said it multiple times.:)
That is controlled by those 2 shaders I posted above.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Helifax could it be you also already fixed something about the freezing issue when launching the game (you said it was NVAPI-related)?
I installed the updated fix this afternoon and since then I didn't get a single freeze when launching the game (of course this only applies to the launching-freeze. When I exit the game it's still a full crash).
Helifax could it be you also already fixed something about the freezing issue when launching the game (you said it was NVAPI-related)?
I installed the updated fix this afternoon and since then I didn't get a single freeze when launching the game (of course this only applies to the launching-freeze. When I exit the game it's still a full crash).
[quote="lohan"]Helifax could it be you also already fixed something about the freezing issue when launching the game (you said it was NVAPI-related)?
I installed the updated fix this afternoon and since then I didn't get a single freeze when launching the game (of course this only applies to the launching-freeze. When I exit the game it's still a full crash). [/quote]
The fix also uses the latest NVAPI available. I am unsure why you get the crash there:-s
I tried it on my Win7 partition and it works perfectly fine and no crash on exit;)
The launch freezing could be do to BINK player for the intros. I recommend skipping them if you have issues. I always skip them cause I really don't want to see all the Publisher stuff every time I start the game;)
lohan said:Helifax could it be you also already fixed something about the freezing issue when launching the game (you said it was NVAPI-related)?
I installed the updated fix this afternoon and since then I didn't get a single freeze when launching the game (of course this only applies to the launching-freeze. When I exit the game it's still a full crash).
The fix also uses the latest NVAPI available. I am unsure why you get the crash there:-s
I tried it on my Win7 partition and it works perfectly fine and no crash on exit;)
The launch freezing could be do to BINK player for the intros. I recommend skipping them if you have issues. I always skip them cause I really don't want to see all the Publisher stuff every time I start the game;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Hi.
Just me again.
I have been just patiently trying everything the last few days.
Removing the Nvidia DOOM profile didn't help.
Used DDU about 7 Times now.
on the last install I set all the graphics settings as in the instructions exited the game.
copied over the wrapper now I'm getting this error with the blue screen not long after the Bethesda logo.
"idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
***************************
FATAL ERROR: Loading unverified resource. Verify files with Steam or set 'devMode_enable' to allow unverified resources: resource file E:\Doom\base\gameresources.resources
Set cvar 'devMode_enable' to enable Dev Mode.
**************************"
I set devmode to True in the wrapper.ini but that done nothing.
Tried to open "gameresources.resources" from E:\Doom\Base|gameresources.resources but its to big to load in a wordpad or notebook.
So I have clean drivers many times turned vsync off in Nvidia control panel and in game just to experiment but yeah. Man so have no idea whats going on now.
Thanks again.
Hi.
Just me again.
I have been just patiently trying everything the last few days.
Removing the Nvidia DOOM profile didn't help.
Used DDU about 7 Times now.
on the last install I set all the graphics settings as in the instructions exited the game.
copied over the wrapper now I'm getting this error with the blue screen not long after the Bethesda logo.
"idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
***************************
FATAL ERROR: Loading unverified resource. Verify files with Steam or set 'devMode_enable' to allow unverified resources: resource file E:\Doom\base\gameresources.resources
Set cvar 'devMode_enable' to enable Dev Mode.
**************************"
I set devmode to True in the wrapper.ini but that done nothing.
Tried to open "gameresources.resources" from E:\Doom\Base|gameresources.resources but its to big to load in a wordpad or notebook.
So I have clean drivers many times turned vsync off in Nvidia control panel and in game just to experiment but yeah. Man so have no idea whats going on now.
Just reinstalled once again got this error.
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
***************************
ERROR: E:\Doom\base\_defaultFile(1): error : file '/decls/renderprogs/global.inc' not found while loading renderProg:advancedclouds
***************************
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
***************************
ERROR: E:\Doom\base\_defaultFile(1): error : file '/decls/renderprogs/global.inc' not found while loading renderProg:advancedclouds
If you want i can test/help with that light shader....is the only issue i see that can be a little anoying.
Cheers!!!
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Sorry went to bed last night.
I plan to make an update with the above fix in place;) today.
If you can't wait until then the shader is: "121_Vertex_6a07f5c0.glsl"
You can copy it from the DUMP Shaders and put in Shaders.
You need to remove the Stereo Correction on this one. Is part of multi-pass rendering and the position is already in 3D Space.
That is all there is to it;)
I'm still looking into making the world a little bit more "vivid" ;)Unfortunately this is not possible with breaking a lot of rendering... :(
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Don't worry....all of us need to sleep sometime..jejeje
That do the trick...now all lights are working properly.
Now i noticed that the windows reflections in some areas may have the same issue, specially when the light reflect on them.....i just noticed, but is minor.
Have you try changing the StereoflagDX10 and enable compute shader light? is working fine and add a soft touch with lights in some places.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Yes, the glass refraction is fixed. However they used a 2D texture to "see what is behind". Because of this it might look a bit flat...
I can't fix it more than this without breaking it completely:(
I haven't tried the compute shader thingy. Yet, I fail to understand how that might work;)) As I am using 3D Vision Direct. Maybe that flag changes how the GPU is using Compute Shaders if 3D Vision is active?
I'll repack everything and put it on the website;)
Edit: Done
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Now it runs smooth than before the update to Your wrapper (At 60 FPS no shutter at all) :)
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
I'm talking about any light that reflect on the windows have a similar cut-off issue..look at a windows with a light and start to move slowly and you will see the cut-off (sometimes you see the light in one eye and in different angle or position looks ok...same pattern than the other). Maybe is a VS related that also need to remove the stereo correction.
About the StereoFlagDX10, using the 4 number, enable computer shaders to render in stereo....at least works in DX11 (Unreal Engines 4 need this to render properly the Tile Light in stereo)....but i suppose also work here.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
There is nothing else I can do about the cut-offs, like I have said it multiple times.:)
That is controlled by those 2 shaders I posted above.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
I installed the updated fix this afternoon and since then I didn't get a single freeze when launching the game (of course this only applies to the launching-freeze. When I exit the game it's still a full crash).
The fix also uses the latest NVAPI available. I am unsure why you get the crash there:-s
I tried it on my Win7 partition and it works perfectly fine and no crash on exit;)
The launch freezing could be do to BINK player for the intros. I recommend skipping them if you have issues. I always skip them cause I really don't want to see all the Publisher stuff every time I start the game;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Just me again.
I have been just patiently trying everything the last few days.
Removing the Nvidia DOOM profile didn't help.
Used DDU about 7 Times now.
on the last install I set all the graphics settings as in the instructions exited the game.
copied over the wrapper now I'm getting this error with the blue screen not long after the Bethesda logo.
"idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
***************************
FATAL ERROR: Loading unverified resource. Verify files with Steam or set 'devMode_enable' to allow unverified resources: resource file E:\Doom\base\gameresources.resources
Set cvar 'devMode_enable' to enable Dev Mode.
**************************"
I set devmode to True in the wrapper.ini but that done nothing.
Tried to open "gameresources.resources" from E:\Doom\Base|gameresources.resources but its to big to load in a wordpad or notebook.
So I have clean drivers many times turned vsync off in Nvidia control panel and in game just to experiment but yeah. Man so have no idea whats going on now.
Thanks again.
Configured log listener print-redirect tags
Added structured log listener print-redirect
Added structured log listener mp-cloud-gobbler
2016-09-19T11:46:17.076+08:00 LOG: Process started
Winsock Initialized
------ Initializing File System ------
Current search path:
- C:/Users/jacob/Saved Games/id Software/DOOM/base/
- E:/Doom/base/
------ File System initialized.
------ Command Line ------
"E:\Doom\DOOMx64.exe"
2016-09-19T11:46:17.085+08:00 LOG: Command Line: "E:\Doom\DOOMx64.exe"
------ CPU Information ------
1 CPU package, 4 physical cores, 8 logical cores
4008 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT
32768 kB 1st level cache, 262144 kB 2nd level cache, 8388608 kB 3rd level cache
32688 MB System Memory
initializing resource container gameresources.resources
initializing resource container gameresources.patch
initializing resource container gameresources_002.patch
idLib::SetProduction( PROD_PRODUCTION )
------- Initializing renderSystem --------
PreliminaryRenderSetup
---registered window class
---registered fake window class
---registered context window class
created OpenGL 4.3 context
created OpenGL 4.3 context
----- GL_Init -----
----- GPU Details -----
Vendor : NVIDIA Corporation
GPU : GeForce GTX 1080/PCIe/SSE2
Driver : 4.5.0 NVIDIA 372.70
dedicated video memory : 8192MB
total video memory : 8192MB
available video memory : 7751MB
OpenGL version 4.5
GLSL version 4.5
Number of GPUs : 2
RENDER THREAD STACK SIZE: 4194304
created OpenGL 4.3 context
Initializing OpenGL subsystem
ShowGameWindow: (0, 0) 1920 x 1080, full screen
Using mega2 chunk file E:\Doom/virtualtextures/_vmtr_sq9.mega2
Using mega2 chunk file E:\Doom/virtualtextures/_vmtr_q1.mega2
Using mega2 chunk file E:\Doom/virtualtextures/_vmtr_q2.mega2
Using mega2 chunk file E:\Doom/virtualtextures/_vmtr_q3.mega2
Using mega2 chunk file E:\Doom/virtualtextures/_vmtr_q4.mega2
Read vmtrs from E:\Doom/virtualtextures/_vmtr.vmtr
Read vmtrs from E:\Doom/virtualtextures/_vmtr_dlc1.vmtr
Could not open E:\Doom/virtualtextures/_vmtr_dlc2.vmtr, all vmtrs will be re-created
Could not open E:\Doom/virtualtextures/_vmtr_dlc3.vmtr, all vmtrs will be re-created
Could not open E:\Doom/virtualtextures/_vmtr_dlc4.vmtr, all vmtrs will be re-created
Read a total of 3322 vmtrs
Executing default.cfg for device #0...
Executing default.cfg for device #1...
Executing default.cfg for device #2...
Executing default.cfg for device #3...
Unknown command 'build_packageParent'
------ Build Information ------
Cheat Mode: OFF
Host Name: DESKTOP-R1L3HAA
Binary Build:
Version: 6.1.1
Target: shippingretail
Name: 20160808-123534-peach-almond
Requestor: user:evan.eubanks:137c7
URL: http://www.eden.idsoftware.com/builds/binaries/20160808-123534-peach-almond
Relevant CLs: 434135
Package:
Name: 20160727-184944-quartzite-wrench
Map Set: BFG Playtest, SP Campaign back up, SP Campaign, SP Beta Test, Demo, sp_min_unified, SP Playtest, sp_campaign, Unified IHV SP, First 3
Requestor: user:ben.miles:c4c76
URL: http://www.eden.idsoftware.com/builds/packages/20160727-184944-quartzite-wrench
Relevant CLs: 431538
Disc Layout:
Name: 20160808-123639-cerium-masala
Candidate:
Name: 20160808-124023-puny-parrot
Disc Number: 1
2016-09-19T11:46:18.165+08:00 LOG: Retrieved build information
reading 5878 sound events
reading 54 sound busses
reading 55 sound states
reading 5 sound switches
done reading 5 sound events longest is 59
----- Initializing Decls -----
330 types, 0 declSource in 0 ms
------------------------------
Failed to read remaplist.md6remap
Reading strings/english.lang as UTF-8
24879 strings read
Initializing class hierarchy
------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
EnumerateDownloadableContent: E:\Doom\dlc
NetGetVersionChecksum - checksum : 146807551
DownloadPlatformTitleStorage: Loaded
NetGetVersionChecksum - no change
idMPServerCloudInstance is disabled
0: Speakers (Realtek High Definition Audio)
8 channels, 48000 Hz
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: Realtek Digital Output (Realtek High Definition Audio)
2 channels, 48000 Hz
Using audio device for voice 0
----- Initializing Sound System ------
initial.pck stream package loaded
audio bank 'doom_mp.bnk' excluded based on game mode SP
audio bank 'doom_weapon_mp.bnk' excluded based on game mode SP
streamed_sfx.pck stream package loaded
streamed_sfx_dlc1.pck stream package loaded
streamed_sfx_dlc2.pck stream package loaded
streamed_sfx_dlc3.pck stream package loaded
async load success id -2103502525 : doom_initial.bnk
English(US)/streamed_vo.pck stream package loaded
English(US)/streamed_vo_dlc1.pck stream package loaded
async load success id -1012987315 : doom_ambience.bnk
sound system initialized.
--------------------------------------
---------- ResetPersistHeap ----------
Global heap: Can't HeapWalk() in this configuration
Map heap : GlobalMemoryStatus: 31.92GB dwTotalPhys
GlobalMemoryStatus: 28.42GB dwAvailPhys
GlobalMemoryStatus: 3.50GB used phys
GlobalMemoryStatus: 3.71GB used virtual
0.0 seconds to start load screen video
0.0 seconds to init the hdc
0.0 seconds to prep vts
0.0 seconds to figure out container
0.0 seconds to read 12334k table header
Resources skipped by layer tests: 0
async load success id 1182951009 : doom_dlc1_sfx.bnk
0.0 seconds to determine and prepare 1249 resources need loaded
0.0 seconds was durango PLM Events
0.0 seconds to allocate and defer load 1294 resources
Load 1249 resources using 1294 of 75045 total resource files, 1 streamed
0.0 seconds to start the BGL
async load success id -468562510 : doom_dlc2_sfx.bnk
async load success id 754387463 : doom_dlc3_sfx.bnk
async load success id -270827267 : doom_effects.bnk
async load success id -832717006 : doom_footsteps.bnk
async load success id -178982497 : doom_items.bnk
async load success id -223338032 : doom_monsters.bnk
async load success id -886520749 : doom_movers.bnk
async load success id -1574762030 : doom_music.bnk
async load success id -1245747298 : doom_npc.bnk
--------- EndBackgroundLoads() ----------
IO: 38 seeks, 12 reads, 50MB, 1677.7MB/s
Buffers recalled: 29
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 10
Total msec: 286
0.0 seconds spent updating the progress bar
0.0 seconds spent loading resources
0.0 seconds spent skipping and waiting
0.3 seconds to preload resources
0 : preload model count
------- Initializing renderSystem parm states --------
Start time of bink video video\Boot_Sequence.bik in ms: 1811
LOAD VIDEO
0.0 seconds to start load screen video
0.0 seconds to init the hdc
0.0 seconds to prep vts
0.0 seconds to figure out container
async load success id -1510435650 : doom_player.bnk
0.0 seconds to read 12334k table header
Resources skipped by layer tests: 0
async load success id -1410522120 : doom_projectile.bnk
0.0 seconds to determine and prepare 24992 resources need loaded
0.0 seconds was durango PLM Events
async load success id -1612706447 : doom_scripted_events.bnk
async load success id 1075563032 : doom_snapmaps.bnk
async load success id -1311146075 : doom_test.bnk
0.1 seconds to allocate and defer load 33313 resources
Load 24992 resources using 33313 of 75045 total resource files, 0 streamed
0.0 seconds to start the BGL
async load success id -1162915373 : doom_ui.bnk
async load success id 835849565 : doom_weapon_sp.bnk
async load success id -1286705911 : doom_dlc1_vo.bnk
async load success id -1179692984 : doom_vo.bnk
DOOMx64.exe @ 0x59cd256d( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59c33320( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59c235fd( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59c9acef( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59a4f677( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59a39bac( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x599efb8e( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59a13e54( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59a45689( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59a40ba9( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x59a01c3f( ) + bytes () : GetGameSystemInterface( )
DOOMx64.exe @ 0x584e50ab( ) + bytes () : __glewVertexAttrib2fvARB( )
DOOMx64.exe @ 0x59c8839b( ) + bytes () : GetGameSystemInterface( )
KERNEL32.DLL @ 0x856e8102( ) + bytes () : BaseThreadInitThunk( )
ntdll.dll @ 0x8817c5b4( ) + bytes () : RtlUserThreadStart( )
FATAL ERROR: Loading unverified resource. Verify files with Steam or set 'devMode_enable' to allow unverified resources: resource file E:\Doom\base\gameresources.resources
Set cvar 'devMode_enable' to enable Dev Mode.
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
***************************
ERROR: E:\Doom\base\_defaultFile(1): error : file '/decls/renderprogs/global.inc' not found while loading renderProg:advancedclouds
***************************