Feeding Dragon Nov 6, 2013 @ 7:15pm
Doom 3 BFG with Windows XP & ATI/AMD card
OK, before I purchased the game (Doom 3 BFG,) I did a search and found that it will run in Windows XP (was surprised that it wasn't listed on the box, as XP was still getting MS Support at the time - unlike 98/95/ME etc..) I also found that it needed a Radeon HD 5750 or higher (which I didn't have yet,) so I purchased it and then waited until I upgraded my card. When I upgraded my card I mistakenly got a 5570, so I ended up with it crashing with the IDJointBuffer error (exactly the same as I read on another post. Figuring it was just the card, I waited until now, when I installed a 6670, with the same result. I then updated to the latest Catalyst driver thinking that might be the problem. Now the error has totally different text (below,) but still reports it as a "idJointBuffer::MapBuffer: failed" error. Read about the downgrade driver, openGL 2.x problem, but was curious because the first CCC was 12.6 (is now 13.9,) but I still unpacked the atioglxx.dll from 13.1. Well, the error screen no longer pops up, but I get a Win32 unhandled exception error.

Please, has anyone gotten it to work with both XP and an ATI/AMD card? I just do NOT like Nvidia, and I do not want to upgrade from XP (32-bit.) I've spent a small fortune (aprox $8000) on productivity software for 32-Bit XP that will not run on Vista/7/8 or in 64-Bit XP. Including MIDI software that I cannot find replacements for (even if I had the spare cash,) since MS in their infinite wisdom decided to remove all MIDI support :(

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

36:

37:

38: uniform vec4 _fa_[6];

39:

40: uniform sampler2D samp0;

41: uniform sampler2D samp1;

42:

43: in vec2 vofi_TexCoord0;

44:

45: out vec4 gl_FragColor;

46:

47: void main() {

48: if ( tex2D ( samp0 , vofi_TexCoord0 ). w == 0.0 ) {

49: discard ;

50: }

51: float windowZ = tex2D ( samp1 , vofi_TexCoord0 ). x ;

52: vec3 ndc = vec3 ( vofi_TexCoord0 * 2.0 - 1.0 , windowZ * 2.0 - 1.0 ) ;

53: float clipW = - _fa_[4 /* rpProjectionMatrixZ */] . w / ( - _fa_[4 /* rpProjectionMatrixZ */] . z - ndc. z ) ;

54: vec4 clip = vec4 ( ndc * clipW , clipW ) ;

55: vec4 reClip ;

56: reClip. x = dot ( _fa_[0 /* rpMVPmatrixX */] , clip ) ;

57: reClip. y = dot ( _fa_[1 /* rpMVPmatrixY */] , clip ) ;

58: reClip. z = dot ( _fa_[2 /* rpMVPmatrixZ */] , clip ) ;

59: reClip. w = dot ( _fa_[3 /* rpMVPmatrixW */] , clip ) ;

60: vec2 prevTexCoord ;

61: prevTexCoord. x = ( reClip. x / reClip. w ) * 0.5 + 0.5 ;

62: prevTexCoord. y = ( reClip. y / reClip. w ) * 0.5 + 0.5 ;

63: vec2 texCoord = prevTexCoord ;

64: vec2 delta = ( vofi_TexCoord0 - prevTexCoord ) ;

65: vec3 sum = vec3 ( 0.0 ) ;

66: float goodSamples = 0 ;

67: float samples = _fa_[5 /* rpOverbright */] . x ;

68: for ( float i = 0 ; i < samples ; i = i + 1 ) {

69: vec2 pos = vofi_TexCoord0 + delta * ( ( i / ( samples - 1 ) ) - 0.5 ) ;

70: vec4 color = tex2D ( samp0 , pos ) ;

71: sum += color. xyz * color. w ;

72: goodSamples += color. w ;

73: }

74: float invScale = 1.0 / goodSamples ;

75: gl_FragColor = vec4 ( sum * invScale , 1.0 ) ;

76: }
-----------------
WARNING: 0:45: warning(#375) Redeclaration of built-in name: gl_FragColor
While compiling vertex program renderprogs\shadow.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_[5];

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:

16: in vec4 in_Position;

17:

18: out vec4 gl_Position;

19:

20: void main() {

21: vec4 vPos = in_Position - _va_[0 /* rpLocalLightOrigin */] ;

22: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;

23: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;

24: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;

25: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;

26: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;

27: }
-----------------
WARNING: 0:18: warning(#375) Redeclaration of built-in name: gl_Position
While compiling vertex program renderprogs\shadow_skinned.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_[5];

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: uniform matrices_ubo {vec4 matrices [ 408 ] ; } ;

16:

17: in vec4 in_Position;

18: in vec4 in_Color;

19: in vec4 in_Color2;

20:

21: out vec4 gl_Position;

22:

23: void main() {

24: float w0 = in_Color2 . x ;

25: float w1 = in_Color2 . y ;

26: float w2 = in_Color2 . z ;

27: float w3 = in_Color2 . w ;

28: vec4 matX , matY , matZ ;

29: float joint = in_Color . x * 255.1 * 3 ;

30: matX = matrices [ int ( joint + 0 ) ] * w0 ;

31: matY = matrices [ int ( joint + 1 ) ] * w0 ;

32: matZ = matrices [ int ( joint + 2 ) ] * w0 ;

33: joint = in_Color . y * 255.1 * 3 ;

34: matX += matrices [ int ( joint + 0 ) ] * w1 ;

35: matY += matrices [ int ( joint + 1 ) ] * w1 ;

36: matZ += matrices [ int ( joint + 2 ) ] * w1 ;

37: joint = in_Color . z * 255.1 * 3 ;

38: matX += matrices [ int ( joint + 0 ) ] * w2 ;

39: matY += matrices [ int ( joint + 1 ) ] * w2 ;

40: matZ += matrices [ int ( joint + 2 ) ] * w2 ;

41: joint = in_Color . w * 255.1 * 3 ;

42: matX += matrices [ int ( joint + 0 ) ] * w3 ;

43: matY += matrices [ int ( joint + 1 ) ] * w3 ;

44: matZ += matrices [ int ( joint + 2 ) ] * w3 ;

45: vec4 vertexPosition = in_Position ;

46: vertexPosition. w = 1.0 ;

47: vec4 modelPosition ;

48: modelPosition. x = dot4 ( matX , vertexPosition ) ;

49: modelPosition. y = dot4 ( matY , vertexPosition ) ;

50: modelPosition. z = dot4 ( matZ , vertexPosition ) ;

51: modelPosition. w = in_Position . w ;

52: vec4 vPos = modelPosition - _va_[0 /* rpLocalLightOrigin */] ;

53: vPos = ( vPos. wwww * _va_[0 /* rpLocalLightOrigin */] ) + vPos ;

54: gl_Position . x = dot4 ( vPos , _va_[1 /* rpMVPmatrixX */] ) ;

55: gl_Position . y = dot4 ( vPos , _va_[2 /* rpMVPmatrixY */] ) ;

56: gl_Position . z = dot4 ( vPos , _va_[3 /* rpMVPmatrixZ */] ) ;

57: gl_Position . w = dot4 ( vPos , _va_[4 /* rpMVPmatrixW */] ) ;

58: }
-----------------
WARNING: 0:21: warning(#375) Redeclaration of built-in name: gl_Position
Unknown command 'vid_restart'
idJointBuffer::MapBuffer: failed
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 1-5 of 5 comments
< >
motorsep Nov 6, 2013 @ 9:59pm 
The issue isn't with your card. The issue is with XP. No, BFG will not work on XP, thanks to AMD dropping support for that OS (maybe Nvidia with XP will work, not sure)

We tested BFG with AMD 2600HD on Vista 32bit and the game runs with 13.9 driver.

A word of advice - go by what developers say in "Minimum System Requirements". Did you think id Software was lying by putting Windows Vista as minimun required OS ? :)

In April MS drops support for XP, so you might want to either get Windows 7 Pro 64bit or Windows 8.1 64bit. Have dual boot with XP 32 and 7/8 64bit. Or figure out a way to replace software or update it (what kind of company sells expensive software which doesn't run on Win7, nonsense! Win 7 can run XP apps in compatibility mode)
Feeding Dragon Nov 6, 2013 @ 11:54pm 
Actually, I cannot upgrade the MIDI apps (recording, editing, playing,) because Vista+ removed all MIDI devices from the OS. So whether the MIDI software I have will run or not is moot, I cannot work with MIDI in Vista+. It doesn't matter that I have a sound card that has MIDI support, and I have all my devices hooked up, Vista+ denies me access to them completely. All my software was originally purchased for Windows 2000, I only upgraded to XP because it allowed me to use them all (that should give you an idea of how old they are.) I still use them, they still do what I want them to do, but they will not run on Vista+. I installed Windows 7 on my last re-install (just after it came out,) which is why I know that none of them work. So, I yanked 7 off and tried a Vista, same problem. Now I'm back to XP. To replace just part of the collection now would run $4000 (what I could find in 30 minutes of searching.) Some of the programs are no longer available and I have to find alternatives. The 3D design software that came closest to what I have was $1600 by itself. There were others that were cheaper (Corel 3D for $600,) but I'm not sure if they had the functionality I'm looking for.

If you really want an idea of what I do with my computer, think that I only switched from the Amiga system because all support for it vanished in the US. Even so, I still use my Amiga for some of what I do. Even today, I can make stuff on my Amiga that my PC can only dream of doing. So yes, companies make expensive software that runs on Windows 7 now, but I have to re-purchase it all. Sure, if MS was willing to buy all the upgrades for me, I'd upgrade in an instant.

As for dual booting, I got totally sick and tired of that with DOS - 20 different boots depending on what I wanted to do. This means I have several games on the shelf that I just cannot play (because they won't play in XP.) Every now and then I get lucky and find an XP patch (fan made usually,) for one of them and I can play it again if I wish. DOSBox is my single best piece of software for that. Also, my system stays up and running pretty much 24/7, I almost always have some processing work going on. I will pause or stop it if I want to play a game that is hard on resources, but I don't want to reboot just to play a game for an hour or so. Oh, and XP Mode is an absolute joke (sorry MS, but it is.)

So, when I wanted to get Doom 3, and I found the BFG edition included Doom 1 & 2 (which I only ever played shareware versions of,) I looked into that. The box at Hastings said Vista+, which I found hard to accept. Surely there would be a patch or something. But I didn't just "assume" that would be the case. I got on the net and did a search. Found plenty of people that got it working on XP. OK, I said, I'll take the risk. Even if it doesn't work, I can still play Doom 1 & 2, I know they work, I've seen them (they are DOS programs after all, not windows.) Then I had the hiccup with my graphics card which slowed me down (when I bought it, XP was being supported BTW, purchase was made long before April.) Finally fixed my graphics card error and I'm at where I am now. I also discovered, that you cannot access Doom 1 or 2 without first getting into Doom 3, so the purchase became a total waste after all.

This leaves me very few options. Hope someone who got it working on XP also knows how to get it working on XP with an ATI card. Do I need to downgrade my drivers to a specific version? Is there an OpenGL wrapper that will work with it? Does STEAM allow full transfer of ownership to someone else? Can I resell the game, or send it back for a refund, so I can spend the money for Doom 3 standard edition (instead of BFG,) which I know will work with XP?

That is the purpose of this post. I felt asking the community was the best option. The box doesn't list XP, so asking tech support isn't appropriate. Sure, I've done that in the past (asked tech support for unsupported help,) but that is only as an absolutely last resort, and I've actually lucked out a time or two doing so. But if I cannot get it working, I'll ask about refund/selling it (that goes to customer support.) If that fails, then I go to tech support in desperation. After that, it goes on the shelf with my heartfelt curses and I move on. It wasn't a lot of money, but I still don't like wasting it.

p.s. No, I didn't think ID was lying. But it wouldn't be the first time that the information on the box wasn't 100% accurate. Most of the time, in these cases, I blame..... Well, I'm not going to make accusations, lets just say that some people feel it is necessary to force others to certain standards that don't actually exist.... Not very clear, but I cannot get any clearer with making an accusation.... Also, AMD is still putting out XP 32-bit drivers, some of the CCC driver version numbers attempted I actually got from "their" tech support team. This was yesterday. Did they stop XP support just today?
Last edited by Feeding Dragon; Nov 7, 2013 @ 12:05am
Dandeloreon Nov 8, 2013 @ 9:12am 
I honestly believe you can upgrade to a newer release of windows. The problem is you still haft to contact the company that made the midi software of yours... There is some serious changes in windows Vista and up, but the MIDI Support still exists ( It just takes a few changes to work on windows Vista/7/8)...

for example, you can look at the Microsoft Q & A site for details...
how do I set a downloaded third-party software MIDI synth as the default synth on Windows 7 (64 bit)?[answers.microsoft.com]
Retro Nov 8, 2013 @ 9:39am 
On my system anyway, XP sp3 plus Nvidia works great with BFG. I also have some productivity software that isn't supported on later versions of Windows, {Autocad}, and I can't really afford the thousands of dollars for a new version. You could set up a dual boot on your system, I'm running one now {XP 32 plus Win7} and it works well. Takes a lot of hard drive space, but with drive sizes and prices now, kind of a small issue. My first HD was 20 meg, all the space in the world at the time. For what I paid for it, you can buy a terabyte drive now.
Last edited by Retro; Nov 8, 2013 @ 9:40am
Feeding Dragon Nov 8, 2013 @ 10:48am 
Originally posted by Dandeloreon:
I honestly believe you can upgrade to a newer release of windows. The problem is you still haft to contact the company that made the midi software of yours... There is some serious changes in windows Vista and up, but the MIDI Support still exists ( It just takes a few changes to work on windows Vista/7/8)...

for example, you can look at the Microsoft Q & A site for details...
how do I set a downloaded third-party software MIDI synth as the default synth on Windows 7 (64 bit)?[answers.microsoft.com]


One of the problems I had was getting access to the hardware (Keyboard & such.) The Vista and 7 drivers wouldn't recognize my MIDI ports at all. The manufacturer's tech support told me this was because MS had removed access to the ports their drivers needed to access the hardware with. My hardware connects through my sound card's front panel. But the Vista+ drivers have no MIDI device support for this, and I was told point blank by them that they are not "allowed" to build a work-around for the OS limitations.

The second problem is that MIDI files I already had, played much too loudly. If I set the "one control fits all" volume so that I could hear system sounds and notifications, the MIDI files literally blew my eardrums out. Right now on XP, I have System volume set at 20%, WAV volume set at 50%, and MIDI volume set at 15%. So, with Vista+ I had to set the single volume control to 90% to hear my system notification sounds and such, and then set the single volume control down to 5% to play my MIDI files. I could (with 7, not sure about Vista,) set the volume for my "player" to a specific number, but I ran into the same issue when I was playing multiple file formats (WAV, MIDI, MP3, etc...) I would have to turn the players volume way up to hear WAV or MP3 files, then when a MIDI started, I would have to drop it way down.

Finally, my editing software wouldn't run at all. It caused a Windows error message (don't remember the exact error any more,) every time I tried to run it. Yes, I tried the compatibility modes.
Showing 1-5 of 5 comments
< >
Per page: 15 30 50
Date Posted: Nov 6, 2013 @ 7:15pm
Posts: 5