PhantomPheonix8 Sep 14, 2013 @ 6:52am
Please help. I cant start my damn DOOM BFG!!!
I recently bought the game, disc version, and this comes up when I open it;

QA Timing INIT: 000093ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
1796 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
3968 MB System Memory
64 MB Video Memory
Winsock Initialized
Found interface: {1D971C5E-2681-45E2-AAFD-C38996ECC3A0} Microsoft Hosted Network Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {8F4838C3-55D2-43CF-B91E-D8E6239184F1} Bluetooth Device (Personal Area Network) - 0.0.0.0 NULL netmask - skipped
Found interface: {184867EF-E8CB-42DB-BB69-A3675AF45E34} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {DFF59FC3-4B67-4AE9-8E6F-3320CFD562C6} Dell Wireless 1703 802.11b/g/n (2.4GHz) - 10.40.18.88/255.255.248.0
Found interface: {15706769-1A9B-4E97-9797-A94EF693B470} 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_en.resources
Reading resource CRCs...
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\DOOM 3 BFG Edition/base
C:\Users\Cam\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:0
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...using WGL_EXT_swap_control_tear
...created window @ 0,0 (1296x759)
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
...shutting down QGL
...unloading OpenGL DLL


My operating system: Windows 8 64-bit (6.2, Build 9200)
Processor: Intel(R) Core(TM) i5-3337U CPU @ 1.80GHz (4 CPUs), ~1.8GHz
DirectX 11

Please help ;-;
Showing 1-15 of 23 comments
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Unicorn Eggs Sep 14, 2013 @ 6:59am 
I have the same problem with similar specs and the same OS. Bump?
motorsep Sep 14, 2013 @ 12:34pm 
Do you guys ever read Minimum System Requirements? Your system has Intel GPU. Intel GPU is not listed as officially supported GPU. So shouldn't have bought the game in the first place.

Since you did, you should have googled if your GPU can run it. In this case, it seems like OpenGL 3.2 is supported, but somehow fails to compile shaders.

Go to Intel's website, get the last video drivers and install them, reboot, try playing again.

Boulder Sep 17, 2013 @ 10:12pm 
System requirements are guesswork. Check game cache, then repost.
1-800-GET-REKT Sep 18, 2013 @ 4:28pm 
You need to update your video drivers and if that doesn't work, get the opengl .dll file from: http://steamcommunity.com/app/208200/discussions/0/846958724796395601/

Even though the topic is about AMD cards, it should still work.
Last edited by 1-800-GET-REKT; Sep 18, 2013 @ 4:34pm
motorsep Sep 18, 2013 @ 7:20pm 
How the hell AMD's driver will work on Intel GPU ?! That solution is only for AMD GPU.
PhantomPheonix8 Sep 21, 2013 @ 8:08am 
I changed the graphics dedication to Radeon and it worked. It's all good
Costco minimum wage employee Sep 25, 2013 @ 12:43pm 
ya my doom 3 bfg edition also wont work.its really annoying because i bought it when it first came out and now whenever i click on it it says 'failed to start game(app already running)
musibike Oct 1, 2013 @ 1:48pm 
I cant get this game to start up. Can anyone help?
motorsep Oct 1, 2013 @ 6:28pm 
I am failing to understand how users expect to get help when they don't report basic info such as complete hardware specs, any error messages, OS and video driver version.

Most of the issues are related to AMD's inability to make working driver, which in turn comes out of the fact that users don't want to report bugs to AMD.
1-800-GET-REKT Oct 25, 2013 @ 3:56am 
It doesn't have anything to do with a non working driver, it's just a missing OpenGL .dll in the Doom directory. Hence why the solution works for all types of graphics cards, not just AMD.
motorsep Oct 25, 2013 @ 8:14am 
oh, it does. No one should ever mess with driver's opengl32.dll It belong to system folder, not to game's folder. It's an ugly hack people should avoid.

AMD has failed to create seamless user experience with OpenGL games, period. Either spam them with petition to fix it, or drop AMD and get Nvidia.
Dan Nukem Oct 25, 2013 @ 9:10pm 
LOL 64 MB Video Memory!? no one seen this why didnt even start you need at least 512mb or 768 MB run this game
Last edited by Dan Nukem; Oct 25, 2013 @ 9:16pm
1-800-GET-REKT Oct 26, 2013 @ 7:13pm 
Originally posted by motorsep:
oh, it does. No one should ever mess with driver's opengl32.dll It belong to system folder, not to game's folder. It's an ugly hack people should avoid.

AMD has failed to create seamless user experience with OpenGL games, period. Either spam them with petition to fix it, or drop AMD and get Nvidia.
You don't know what you're talking about. Any game that uses OpenGL has its own .dll in its files, and adding the .dll in this case does nothing to the system's OpenGL file.
Last edited by 1-800-GET-REKT; Oct 26, 2013 @ 7:14pm
Dan Nukem Oct 26, 2013 @ 9:06pm 
wow nobody seeing 64 MB Video Memory!? !!!!
motorsep Oct 26, 2013 @ 10:05pm 
Yeah, but I'd be willing to find out if BFG runs on 64Mb of VRAM :D
Showing 1-15 of 23 comments
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Date Posted: Sep 14, 2013 @ 6:52am
Posts: 23