digital_blade Feb 21, 2013 @ 5:06pm
doom3BFG crashes during start with checksum failure
after the ID logo the screen flashes grey and then it stops.

any help is greatly appreciated, thanks!

I should add, that while skyrim and deusex3 run fine with ultra high settings, I have a problem with anno2070 shutting down my pc at level start.
I´m wondering, if there is an underlying problem with the gfxcard / direct x or open gl .
also everytime I start doom and deus ex steam seems to download the microsoft VC redist package for about 10+ secs and then starts the game?...

SPECS:
steam version of DOOM3 BFG
OS:windows8 64bit
(vanilla install on a new PC with only steam,vlc and firefox so far)
MotherBoard: Gigabyte GA-990XA-UD3
CPU:AMDFX 8350 Vishera 8core 4GHz
RAM: 8GB(2x4GB) Corsair DDRIII PC3-12800J(800MHz)
Graphics: AMD Radeon HD 7950 3GB

fresh install of latest drivers(including BIOS update):
catalyst 13.1,64bit_vista_win7_win8_R270 installation, driver packaging version 9.012-121219a-152192C-ATI,direct3D Version 9.14.10.0945
RealtekHD 6.0.1.6662 DX11.0 ALC889


ERROR message:
checksum failiure for
generated/images/models/weapons/artifact/artifact_tech#__1


I guess the end is the most important, the other warnings are probably just bad coding.

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

----- Initializing Sound System ------
0: Lautsprecher (Realtek High Definition Audio)
8 channels, 48000 Hz
Front Left, Front Right, Front Center, Low Frequency, Back Left, Back Right, Side Left, and Side Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: Realtek Digital Output (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
2: Realtek Digital Output(Optical) (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
------- Initializing renderSystem --------
Updating texture filter parameters.
renderSystem initialized.
--------------------------------------
WARNING: Couldn't load image: splashbink : splashbink#__0200
Reading strings/english.lang as UTF-8
9104 strings read
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Nov 9 2012
Initializing event system
...535 event definitions
Initializing class hierarchy
...158 classes, 248240 bytes for event callbacks
execing default.cfg
Initializing scripts
Compiled 'C:\_games\steam\steamapps\common\DOOM 3 BFG Edition\base\script\doom_main.script': 819.8 ms
---------- Compile stats ----------

Memory usage:
Strings: 120, 14868 bytes
Statements: 95386, 1907720 bytes
Functions: 3070, 386208 bytes
Variables: 206532 bytes
Mem used: 3558832 bytes
Static data: 3515932 bytes
Allocated: 4998764 bytes
Thread size: 7072 bytes

...6 aas types
game initialized.
--------------------------------------
ReadTitleStorage: MANUALLY CREATED
MAX_PLAYERS_ALLOWED = 8
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 3 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
30 images loaded in 0.4 seconds
----------------------------------------
----- idSoundSystemLocal::EndLevelLoad -----
7 sounds loaded in 0.1 seconds
----------------------------------------
------------- Warnings ---------------
during DOOM 3: BFG Edition initialization...
WARNING: Unable to open resource file maps/_startup.resources
WARNING: Couldn't load image: splashbink : splashbink#__0200
2 warnings
requiredSizeBytes: 5242880
Preloading images...
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: AMD Radeon HD 7900 Series
StateFlags : 0x5
DeviceID : PCI\VEN_1002&DEV_679A&SUBSYS_30001787&REV_00
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{C110B268-FE95-4C27-9280-75896C298F78}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: PnP-Monitor (Standard)
StateFlags : 0x3
DeviceID : MONITOR\SAM090B\{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
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: AMD Radeon HD 7900 Series
StateFlags : 0x5
DeviceID : PCI\VEN_1002&DEV_679A&SUBSYS_30001787&REV_00
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{C110B268-FE95-4C27-9280-75896C298F78}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: PnP-Monitor (Standard)
StateFlags : 0x3
DeviceID : MONITOR\SAM090B\{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
Checksum failure for generated/images/models/weapons/artifact/artifact_tech#__1000.bimage.
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
Last edited by digital_blade; Feb 21, 2013 @ 5:20pm
Showing 1-15 of 15 comments
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Vash the Stampede Feb 22, 2013 @ 3:53pm 
Update your graphics card driver!
digital_blade Feb 23, 2013 @ 6:47pm 
thanks, but as I said in the post it is a fresh install of the latest drivers(well, about a week ago) and according to the amd website there are only the beta drivers newer. I might try them and post if it fixed the issue.
digital_blade Feb 23, 2013 @ 7:00pm 
tried the 13.2 beta catalyst drivers. no change )8 still the same message
Vash the Stampede Feb 23, 2013 @ 7:50pm 
What I've noticed from the error is two things...what version of direct x is installed on your computer, and two there is a problem it is stating with your drivers...what I'd do is try this tool...http://support.amd.com/us/gpudownload/windows/Pages/auto_detect.aspx if it doesn't install anything properly...and you're still getting this error I'd try contacting AMD....because it is with your Radeon and it seems the version of direct x...go to the Doom 3 folder in your steam common folder...then search for the direct x install...it sounds like that might be out dated.
Vash the Stampede Feb 23, 2013 @ 7:51pm 
You might be installing the semi-right driver...but, you might be installing it for the wrong OS/OS version as well...
digital_blade Feb 23, 2013 @ 8:29pm 
thank you for your reply.
I tried your tool but it said, catalyst manager installed and up to date.
when I tried installing directx from the MS website it said it is already part of the system and stopped install
using the directx from the doom3 folder it seemingly did install files, but I still have the error.
when trying to install the MS .net4 in case that was a problem it said, it is already installed.
Vash the Stampede Feb 24, 2013 @ 12:25am 
Try to uninstall the device drivers then reinstalling, and also what resolution is your screen set to?
buckethead Feb 24, 2013 @ 12:27am 
or possible uninstall the direct x and let game reload it
Vash the Stampede Feb 24, 2013 @ 12:29am 
http://www.microsoft.com/en-us/download/details.aspx?id=35 Is the 7 full install of Dirext x by the way. Also, try to run the game in compatibility with Windows XP SP3.
digital_blade Feb 24, 2013 @ 4:15pm 
thanks again.
I also installed serious sam3 and after a few minutes of playing it shut down my machine.
I swapped monitors and tried 1920x1080 and 1440x900 res with same results.
I did 3d mark and about a minute into it my pc shut down.
I did a hardware test with occ and at about 34deg cpu and 64deg gpu it shut down.
once I upped the res or the shader complexity the shut down was much quicker.
doing a PSU test (maxing out CPU and GPU at the same time) it shuts down immediately

from all this and a few forums I think they either put in a weakass PSU or the card is bust.
or could drivers cause this issue with multiple graphics demanding apps?

I have an 8core 4GHz CPU and a RadeonHD7950 (amd suggests a PSU of 540W or 750W-is this second one for crossfire with two cards?)
with a PSU("ATX580HM pentium IV & PFC" chinese, non branded) of 540W according to the manufacturer.
this should work. or is it too tight?

Vash the Stampede Feb 24, 2013 @ 6:17pm 
You're using too much res....Doom 3 wasn't meant to be pushed that much lol bring it down to like 1280x1024....that isn't your tower...that would be you trying to run it at too high of a res...Dead Island has the same problem...the image isn't meant to be that big for the PC version..
_LOL_Quietman Feb 25, 2013 @ 10:16am 
Originally posted by digital_blade:
I did a hardware test with occ and at about 34deg cpu and 64deg gpu it shut down.

It's not the game resolution that's doing it he has a hardware problem with the PC. Software can only cause the computer to shutdown with a hardware fault. Your best option is to do things like changing your PSU for another one and try a stress test. If you bought your PC ready made take it back to the shop.
Vash the Stampede Feb 25, 2013 @ 10:42am 
Yes, but some games don't run at certain resoultuions was my point....if you run doom 3 at too high of a res it will shut down.
_LOL_Quietman Feb 25, 2013 @ 10:55am 
Maybe but the resolutions he mentioned (1920x1080 and 1440x900) are supported.
Vash the Stampede Feb 25, 2013 @ 7:32pm 
Well then I'd suggest what you stated.
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Date Posted: Feb 21, 2013 @ 5:06pm
Posts: 15