DOOM 3: BFG Edition

DOOM 3: BFG Edition

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Doom 3 Installation Error
I cant even open my game. It keeps popping up that there was an installation error.Any help? It took me 6 hours just to download.
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QA Timing INIT: 000273ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
1896 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
6016 MB System Memory
-1984 MB Video Memory
Winsock Initialized
Found interface: {E05D90A7-8309-4016-99C5-AA52383DEEAB} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {EAE6FFBF-5075-4377-A321-BE1880357738} Realtek PCIe FE Family Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {35B003B7-5F82-4552-8B2E-18D4FA74DCD8} Dell Wireless 1703 802.11b/g/n (2.4GHz) - 10.0.0.7/255.255.255.0
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\Gabriel\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 4000
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0166&SUBSYS_05971028&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{914DC948-2ED7-4171-9D94-CB53C2C3B73B}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\CMN15AB\{4d36e96e-e325-11ce-bfc1-08002be10318}\0003
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0003
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 4000
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0166&SUBSYS_05971028&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{914DC948-2ED7-4171-9D94-CB53C2C3B73B}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\CMN15AB\{4d36e96e-e325-11ce-bfc1-08002be10318}\0003
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0003
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
THIS GAME WONT RUN ON INTEL HD GRAPHICS!!! Get a better laptop ;) I advise http://mysn.co.uk
valfarovhel (禁止済) 2014年5月13日 7時14分 
It can run on some Intel HD graphics with updated drivers.
Intel HD was never meant to run games like this, its mainly for videos and browsing the net. For gaming you need either Nvidia or AMD
valfarovhel (禁止済) 2014年5月13日 8時53分 
geko95gek の投稿を引用:
Intel HD was never meant to run games like this, its mainly for videos and browsing the net. For gaming you need either Nvidia or AMD
Um, some people with Intel HDs including the 4000s can run it pretty low with the latest drivers. You don't need Nvidia or AMD to game it is just more ideal.
I agree but you're really barking up the wrong tree if you think there will be no issues running games on an Intel built-in graphics. Thats why there is no support for it in terms of gaming
valfarovhel (禁止済) 2014年5月13日 14時46分 
I said more ideal I mean I'm going to be crossfiring 2 280xs to pretty much be a 7990. I never gamed with HDs myself. Actually, there is semi-support from Intel just not major like with AMD and Nvidia.
Yeah but Intel HD graphics does not have some core feature/capabilities that most games require, and if they do have it (shader, lightmaps etc) they are by no means up to date or dont exist at all.

I have a gaming laptop with 1xAMD Radeon HD 8970M and it runs everything on High. Totally worth the investment.
valfarovhel (禁止済) 2014年5月13日 15時53分 
geko95gek の投稿を引用:
Yeah but Intel HD graphics does not have some core feature/capabilities that most games require, and if they do have it (shader, lightmaps etc) they are by no means up to date or dont exist at all.

I have a gaming laptop with 1xAMD Radeon HD 8970M and it runs everything on High. Totally worth the investment.
I don't like laptop gaming I prefer good ol' desktop gaming with my 9370/280x crossfire.
Vash the Stampede の投稿を引用:
geko95gek の投稿を引用:
Yeah but Intel HD graphics does not have some core feature/capabilities that most games require, and if they do have it (shader, lightmaps etc) they are by no means up to date or dont exist at all.

I have a gaming laptop with 1xAMD Radeon HD 8970M and it runs everything on High. Totally worth the investment.
I don't like laptop gaming I prefer good ol' desktop gaming with my 9370/280x crossfire.

Fair enough, I believe laptop gaming is the future! ;)

Once the water cooling goes mainstream in laptops then that will be it for old desktop machines ;)
Thanks you guys. I'll try updating the drivers and if that doesn't work i'll try Nvidia
valfarovhel (禁止済) 2014年5月13日 16時49分 
Laptops will always be underpowered compared to desktops, so I doubt that. And, you're welcome.
Vash the Stampede の投稿を引用:
Laptops will always be underpowered compared to desktops, so I doubt that. And, you're welcome.

I wouldn't bet on that.

They are only just behind at the moment. New generation mobile GPUs are just as fast as old generation desktop GPUs. This could change soon, (most likely when they have the new smaller architecture + water cooling worked out). Not to mention other advantages of laptops (space usage, portability etc...)

Lets not derail this thread though.
You guys are so freaking weird
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投稿日: 2014年5月12日 22時04分
投稿数: 27