loeschi_justin 26 лют 2013 о 13:22
DOOM 3BFG wont start at win8 ;(
everytime i try to start the game comes this error. the game didnt start since i bought it.
I have windows 8 64bit, graficcard is: Radeon (TM) HD 7670M driver 8.982.6.0
QA Timing INIT: 000074ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
2494 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
8080 MB System Memory
-2048 MB Video Memory
Winsock Initialized
Found interface: {B3BDF7F5-9312-4FD2-AC3F-8578440137DA} Virtueller Microsoft-Adapter für direktes WiFi #2 - 0.0.0.0 NULL netmask - skipped
Found interface: {08A74E4F-F0AE-4495-8CB9-B04B62472A5D} Ralink RT5390R 802.11bgn Wi-Fi Adapter - 192.168.1.8/255.255.255.0
Found interface: {DF08517B-7D37-4998-8EAB-7825461F7A19} Realtek PCIe FE Family Controller - 0.0.0.0 NULL netmask - skipped
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_gr.resources
Reading resource CRCs...
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\DOOM 3 BFG Edition/base
C:\Users\Markus\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_183E103C&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{A4FDC495-73C9-4313-B62D-7D28D71F81FA}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: PnP-Monitor (Standard)
StateFlags : 0x3
DeviceID : MONITOR\AUO22EC\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
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_183E103C&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{A4FDC495-73C9-4313-B62D-7D28D71F81FA}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: PnP-Monitor (Standard)
StateFlags : 0x3
DeviceID : MONITOR\AUO22EC\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0001
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 ----------
--------------------------------------
********************
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
Показані коментарі 114 із 14
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loeschi_justin 27 лют 2013 о 11:07 
do not work :( amd catalyst mobility cant be downloaded because incompatible hardware/software.
Living Tribunal (Заблокований) 27 лют 2013 о 20:04 
Contact the support of your laptop's maker...they can try and help ya out there...
Double-Edge! 4 бер 2013 о 11:07 
well i have a windows 8 64-bit system but i works fine,the minimum processor type is pentium...what CPU do you have? xeon, i3 ,i7 3820K.if i dont help or nothing else helps maybe the game just is`nt compatible with your PC...
Double-Edge! 4 бер 2013 о 11:09 
by the way my pc is an alienware aurora windows 8 64-bit intel i7 3820 extreme processor and has a 1TB harddrive...
Double-Edge! 4 бер 2013 о 11:12 
another solution is to toggle your openGL settings to fit the requirments for DooM 3 BFG
loeschi_justin 9 бер 2013 о 14:34 
i have a pentium core i5 third generation
loeschi_justin 9 бер 2013 о 14:35 
tnx i try to toggle my opengl
W00fah 14 бер 2013 о 10:46 
Maybe run the game in Win 7 mode. That might help.
0risk0trust 14 бер 2013 о 14:04 
What you're facing here is clearly a driver problem.

ERROR: 0:? : 'gl_FrontColor' : variable is not available in current GLSL version ...

It means you have the wrong version of OpenGL, which is a graphics card driver.
0risk0trust 14 бер 2013 о 14:12 
What to do?
• Go to the official website of radeon - which is "AMD" if I'm not mistaken - and update your graphics card drivers;
• Or, if this does not work, read more here: http://www.opengl.org/wiki/Getting_Started (under paragraph "Downloading OpenGL")
Автор останньої редакції: 0risk0trust; 14 бер 2013 о 14:13
loeschi_justin 18 бер 2013 о 13:16 
i found out the reason :) just open the catalyst control center and then switchable graphics there u search for doom n chose higest performance
macht7 21 бер 2013 о 19:52 
Where is this file "catalyst sontrol center" i cant get the game to work on my windows 8 and am trying to get it to play
macht7 21 бер 2013 о 19:57 
I have been trying to get this to run for 4 hours. please help!



Показані коментарі 114 із 14
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Опубліковано: 26 лют 2013 о 13:22
Дописів: 14