Ģhost™ @ Best May 11 @ 7:03pm
game wont start correctly
QA Timing INIT: 000215ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
1497 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
3984 MB System Memory
1798 MB Video Memory
Winsock Initialized
Found interface: {FD4B8066-8F6E-4009-85B8-A7D9F22297F1} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {8F5F08B2-065D-4CA5-B686-7BA2F6F7CC50} Qualcomm Atheros AR8161 PCI-E Gigabit Ethernet Controller (NDIS 6.30) - 0.0.0.0 NULL netmask - skipped
Found interface: {DBED4DB9-29D8-4CFB-8CFE-D08D83627F8C} Qualcomm Atheros AR9485 Wireless Network Adapter - 192.168.0.10/255.255.255.0
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Reading resource CRCs...
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\DOOM 3 BFG Edition/base
C:\Users\russell\Saved Games\id Software\DOOM 3 BFG/base
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
couldn't exec D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:1
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...using WGL_EXT_swap_control_tear
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Intel(R) HD Graphics
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0156&SUBSYS_117D1043&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{DA99DEE1-3009-4221-9B3D-4E51849A0B6E}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\SEC334A\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1366
dmPelsHeight : 768
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...calling CDS: ok
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Intel(R) HD Graphics
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0156&SUBSYS_117D1043&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{DA99DEE1-3009-4221-9B3D-4E51849A0B6E}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\SEC334A\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1280
dmPelsHeight : 720
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...created window @ 0,0 (1280x720)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
...using WGL_EXT_swap_control_tear

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
freespace_version: 0.6
0 freespace devices
------------------------------------
OpenGL Version: 3.2
OpenGL Vendor : Intel
OpenGL GLSL : 1.5
...using GL_ARB_multitexture
X..GL_EXT_direct_state_access not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
...using GL_ARB_seamless_cube_map
...using GL_ARB_framebuffer_sRGB
...using GL_ARB_vertex_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_vertex_array_object
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_fragment_program
...using GL_ARB_uniform_buffer_object
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_sync
...using GL_ARB_occlusion_query
...using GL_ARB_timer_query
X..GL_ARB_debug_output not found
----- Initializing Render Shaders -----
While compiling vertex program renderprogs\gui.vertex
-----------------
1: #version 150

2: #define PC

3:

4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

9:

10:

11: uniform vec4 _va_[4];

12:

13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }

14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }

15: vec4 swizzleColor (vec4 c ) {return c ; }

16:

17: in vec4 in_Position;

18: in vec2 in_TexCoord;

19: in vec4 in_Normal;

20: in vec4 in_Tangent;

21: in vec4 in_Color;

22: in vec4 in_Color2;

23:

24: out vec4 gl_Position;

25: out vec2 vofi_TexCoord0;

26: out vec4 vofi_TexCoord1;

27: out vec4 gl_FrontColor;

28:

29: void main() {

30: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;

31: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;

32: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;

33: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;

34: vofi_TexCoord0 . xy = in_TexCoord . xy ;

35: vofi_TexCoord1 = ( swizzleColor ( in_Color2 ) * 2 ) - 1 ;

36: gl_FrontColor = swizzleColor ( in_Color ) ;

37: }
-----------------
ERROR: 0:? : 'gl_FrontColor' : variable is not available in current GLSL version


While compiling fragment program renderprogs\gui.pixel
-----------------
1: #version 150

2: #define PC

3:

4: void clip( float v ) { if ( v < 0.0 ) { discard; } }

5: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }

6: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }

7: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }

8:

9: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

10: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

11: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

12: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

13:

14: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }

15: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }

16:

17: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }

18: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }

19:

20: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }

21: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }

22:

23: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }

24: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }

25: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }

26:

27: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }

28: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }

29: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

30: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

31:

32: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }

33: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

34: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

35: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

36:

37: uniform sampler2D samp0;

38:

39: in vec4 gl_FragCoord;

40: in vec2 vofi_TexCoord0;

41: in vec4 vofi_TexCoord1;

42: in vec4 gl_Color;

43:

44: out vec4 gl_FragColor;

45:

46: void main() {

47: vec4 color = ( tex2D ( samp0 , vofi_TexCoord0 ) * gl_Color ) + vofi_TexCoord1 ;

48: gl_FragColor . xyz = color. xyz * color. w ;

49: gl_FragColor . w = color. w ;

50: }
-----------------
ERROR: 0:? : 'gl_Color' : variable is not available in current GLSL version


While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
Link called without any attached shader objects.

--------- Game Map Shutdown ----------
--------------------------------------
0: Speakers (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
Using device 0
********************
ERROR: While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp

********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
Showing 1-15 of 18 comments
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Living Tribunal (Banned) May 11 @ 7:10pm 
"Just right click on Doom 3 BFG in the library then properties then set launch options. In there just type the following "+set r_fullscreen 0" without the quotes."
emailrasco May 11 @ 7:35pm 
Game freezes at the very first intro graphic, and crashes.
Fix above has no effect.

Any ideas? Pretty disappointed I just bought this game and it doesnt work
Living Tribunal (Banned) May 11 @ 7:40pm 
Originally posted by emailrasco:
Game freezes at the very first intro graphic, and crashes.
Fix above has no effect.

Any ideas? Pretty disappointed I just bought this game and it doesnt work
" Intel(R) HD Graphics" 2 things. 1) These cards can barely run the game, and it is selective if they do choose to run it meaning your GPU is too weak. 2) Do you update your drivers? Updating your drivers gives you a better chance to run it. Try the older Doom 3 if this doesn't work. This one's engine is pretty much nearly the Rage engine/IDTech5 which is one of the stronger game engines.
emailrasco May 11 @ 7:41pm 
I will try. Doom 3 is a game from 2006, it should run on my laptop.
At the very least, I would like to play Doom II, which should run on my laptop no problem.
Living Tribunal (Banned) May 11 @ 7:44pm 
Originally posted by emailrasco:
I will try. Doom 3 is a game from 2006, it should run on my laptop.
At the very least, I would like to play Doom II, which should run on my laptop no problem.
This is the HD remastering with a hybrid engine from 2012. The older Doom 3 from 2004 uses a weaker engine where BFG uses one of the most ungodly engines. The older yes, but the updated one..is punishing because it is using a lot of Rage's engine mixed in with the old Doom 3 Engine. Just because you can run Doom 3[old one] doesn't mean you can run BFG edition due to the stronger graphics and engine.
Last edited by Living Tribunal; May 11 @ 7:50pm
emailrasco May 11 @ 8:05pm 
Nobody told me the BFG edition had some different engine. It just said it was Doom, Doom II and Doom 3 plus expansions. Maybe I should just get my money back.
I bought this game spcifically to play on my laptop, figuring I was getting a 10yo game...
Ģhost™ @ Best May 11 @ 8:08pm 
Originally posted by Vash the Stampede:
"Just right click on Doom 3 BFG in the library then properties then set launch options. In there just type the following "+set r_fullscreen 0" without the quotes."
this did not do anything
Living Tribunal (Banned) May 11 @ 8:11pm 
Originally posted by emailrasco:
Nobody told me the BFG edition had some different engine. It just said it was Doom, Doom II and Doom 3 plus expansions. Maybe I should just get my money back.
I bought this game spcifically to play on my laptop, figuring I was getting a 10yo game...
Yeah, the engine is called the IDTECH4.5 Basically they took 4 then threw in a lot of 5's[rage's engine] to add the new textures, lighting system, and so on that's implemented in Rage. So, it requires medium cards from at least 2010 while the Intel HDs are like the lowest of low GPUs...so, this would strain them dramatically as running this is like almost running Rage. Next time try sites like systemrequirementslab and gamedebate.
Living Tribunal (Banned) May 11 @ 8:12pm 
Originally posted by Ghost:
Originally posted by Vash the Stampede:
"Just right click on Doom 3 BFG in the library then properties then set launch options. In there just type the following "+set r_fullscreen 0" without the quotes."
this did not do anything
I noticed you're using a card from a series that only has slim chance of running this though according to your error message if you haven't updated the drivers then you pretty much just can't run it.
emailrasco May 11 @ 8:12pm 
How bout instead I just spend another $3.00 on the original Doom 3 from 2004 and play it on my laptop? :P
Living Tribunal (Banned) May 11 @ 8:15pm 
Originally posted by emailrasco:
How bout instead I just spend another $3.00 on the original Doom 3 from 2004 and play it on my laptop? :P
That's more likely to run lol.
Ģhost™ @ Best May 11 @ 8:15pm 
Originally posted by Vash the Stampede:
Originally posted by Ghost:
this did not do anything
I noticed you're using a card from a series that only has slim chance of running this though according to your error message if you haven't updated the drivers then you pretty much just can't run it.
so i am pretty much screwed and wasted 5 bucks?
Living Tribunal (Banned) May 11 @ 8:16pm 
Originally posted by Ghost:
Originally posted by Vash the Stampede:
I noticed you're using a card from a series that only has slim chance of running this though according to your error message if you haven't updated the drivers then you pretty much just can't run it.
so i am pretty much screwed and wasted 5 bucks?
Ya, unless you get a better system to play this. Intel HD cards are always a 50/50 or slim to none with high end games like this.
Living Tribunal (Banned) May 11 @ 8:21pm 
The issue is primarily Intel's drivers with opengl support. The newer drivers after 2761 for the HD cards dropped support for Doom 3 BFG because they could either give you that or have problems with other media applications. So, they chose to make your cards through drivers better with the other end shutting off yoru ability to play this. That's why lower cards are problematic.
Last edited by Living Tribunal; May 11 @ 8:23pm
Living Tribunal (Banned) May 11 @ 8:24pm 
Apparently, Intel is claiming fixed drivers. So, http://www.intel.com/p/en_US/support/detect try this/updating your intel drivers through here. If you can't run it after this update then you're pretty much out of luck.
Showing 1-15 of 18 comments
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Date Posted: May 11 @ 7:03pm
Posts: 18