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DOOM: BFA (Big Freaking Anniversary) Edition (former Classic RBDoom 3 BFG) is a source port based on RBDOOM-3-BFG and enchance the experience of Ultimate DOOM, DOOM 2 and DOOM 3.

License: GNU General Public License v3.0

C++ 50.69% Lua 0.01% Python 0.09% C 24.75% CMake 0.26% Batchfile 0.07% Shell 0.02% Makefile 0.03% Roff 0.01% HLSL 1.21% HTML 22.87%
doom doom-2 doom3 doom-mod doom2 doom2d

classic-rbdoom-3-bfg's Introduction

______ _____  ________  ___     ____________ ___   
|  _  \  _  ||  _  |  \/  |  _  | ___ \  ___/ _ \  
| | | | | | || | | | .  . | (_) | |_/ / |_ / /_\ \ 
| | | | | | || | | | |\/| |     | ___ \  _||  _  | 
| |/ /\ \_/ /\ \_/ / |  | |  _  | |_/ / |  | | | | 
|___/  \___/  \___/\_|  |_/ (_) \____/\_|  \_| |_/ 
                                                   
 ___________ _____ _____ _____ _____ _   _         
|  ___|  _  \_   _|_   _|_   _|  _  | \ | |        
| |__ | | | | | |   | |   | | | | | |  \| |        
|  __|| | | | | |   | |   | | | | | | . ` |        
| |___| |/ / _| |_  | |  _| |_\ \_/ / |\  |        
\____/|___/  \___/  \_/  \___/ \___/\_| \_/      

DOOM-BFA Readme - https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG

Thank you for downloading DOOM-BFA.

DOOM: BFA (Big Freaking Anniversary) Edition is a source port based on RBDOOM-3-BFG and enchance the experience of Ultimate DOOM, DOOM 2 and DOOM 3.

CONTENTS

This file contains the following sections:

1) SYSTEM REQUIREMENT

2) GENERAL NOTES

3) LICENSE

4) GETTING THE SOURCE CODE

5) COMPILING ON WINDOWS WITH VISUAL STUDIO

6) COMPILING ON GNU/LINUX

7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME

8) OVERALL CHANGES

9) CONSOLE VARIABLES

10) KNOWN ISSUES

11) BUG REPORTS

12) GAME MODIFICATIONS

13) CODE LICENSE EXCEPTIONS

14) VCPKG DEPEDENCY LICENSES

1) SYSTEM REQUIREMENTS

Minimum system requirements:

OS: Windows 7 or Linux
CPU: 2 GHz dual core
System Memory: 3GB
Graphics card: NVIDIA GeForce 9800 GT / ATI Radeon HD 5750 / Intel HD graphics 530
OpenGL Version: 3.3 or later

Recommended system requirements:

OS: Windows 10 or Linux
CPU: 3 GHz dual core
System Memory: 3GB
Graphics card: NVIDIA GeForce GTX 260 / ATI Radeon HD 5850 or higher
OpenGL Version: 4.6 with Direct State Access Support

Additional Requirements for XAudio2 (if it is included):

  • For Windows XP (No longer supported): DirectX 2010 support
  • For Windows 7, 8, 8.1: XAudio 2.9. See 7.A

2) GENERAL NOTES

This release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual.

You must patch the game to the latest version.

Note that Doom 3 BFG Edition is available on:

Steam API:

The Doom BFA Edition GPL Source Code release does include functionality for integrating with Steam & Discord through Open Platform Api. This includes only achievements and the overlay.

Bink:

The DOOM BFA Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg.

Back End Rendering of Stencil Shadows:

The Doom BFA Edition GPL Source Code release does include functionality enabling rendering of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse".

This method was patented by Creative Labs and has finally expired on 2019-10-13. (see https://patents.google.com/patent/US6384822B1/en for expiration status)

3) LICENSE

See COPYING.txt for the GNU GENERAL PUBLIC LICENSE

ADDITIONAL TERMS: The Doom 3 BFG Edition GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Doom 3 BFG Edition GPL Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

4) GETTING THE SOURCE CODE

This project's GitHub.net Git repository can be checked out through Git with the following instruction set:

> git clone --recursive https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG.git

If you don't want to use git, you can download the source as a zip file at https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/archive/master.zip

Tip: Make sure to change the file path on line 3 of neo/CMakeLists.txt to the folder path of vcpkg you have installed on your system (if you have it already installed)

5) COMPILING ON WINDOWS WITH VISUAL STUDIO

A) Preperation

  1. Download and install Visual Studio (For new Versions make sure the "Desktop Development with C++" component is checked on the installer and the individual component cmake)

  2. Download and install DirectX SDK:

    a. For June 2010 Release (Windows XP compatible/Legacy): Download and Install it from Microsoft's website https://www.microsoft.com/en-us/download/details.aspx?id=8109

    b. For Modern DirectX:

    • XInput 9.1.0 and Direct Input comes pre-installed on Windows 7 and later (.dll that the game will load).
    • XAudio2. It has two versions 2.8 (only for Windows 8 and later) and XAudio 2.9 (backwards compatilble with Windows 7). 2.8 like with XInput comes pre-installed with the OS. For 2.9 you must download it. See 7.A for more details
  3. (Optional if you want to use cmake presets with Visual Studio) Download and install the latest CMake (recommended 3.8 for compile and run out of the box).

  4. (Optional if you don't want to use vcpkg) Download the latest stable ffmpeg (5.0) shared from https://github.com/BtbN/FFmpeg-Builds/releases (only 64-bit available) and put them on the game's folder (where the origianal .exe is)

B) Project Configuration and Genenration

For old Versions of Visual Studio.

1) Generate the VC projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.

For Visual Studio 2019 and newer.

1) Open the repository folder on Visual Studio and set the CMake source the neo folder (it will prompt you to set it)
2) Select the desired preset.
	Available Presets:
		64-bit Windows: Actively used, uses OpenGL, OpenAL and XAudio2.9
		64-bit Windows with Vulkan: Expirimental FOR DEVS ONLY. uses Vulkan, OpenAL and XAudio2.9
		32-bit Windows: 32-bit version of the x64-bit windows

C) Compiling Project

  1. Use the VC solution to compile what you need: Classic-RBDOOM-3-BFG/build(Lib&cpuType)/DoomBFA.sln

(NOTE: The pre-built binaries are made wth buildx64 with Retail Profile)

  1. Select Desired Profile and compile (either by right clicking the DoomBFA project and selecting 'Build' or by running the debugger (F5))

    Available Profiles:

     Debug: No Optimizations and with Debug symbols, used ONLY for debuging
     Release: With Optimizationd and with some Debug elements
     Retail: With Optimizations and without any Debug element, used for distributing pre-build binaries
    

NOTE: The Working Directory has been set the default install directory of DOOM 3 BFG Edition on C: drive

NOTE 2: By default the launch argument "+set r_fullscreen 0" is used. If you are in a single monitor system is HEAVILY recommented to be left on

6) COMPILING ON GNU/LINUX

A) Preperation

  1. Make sure you have installed GNU GCC on your system.

    In order to check it, open a terminal and type 'gcc -v', if it returns an output then it is intstalled.

    If it doesn't then try to install gcc using the package manager of your system (Some distros might support also the 'build-essentials' which might include some addons) NOTE: You need GCC 11 or newer in order to compile the code

  2. Install required packages in order to compile and run the game:

    On Debian or Ubuntu:

     > apt-get install cmake libglu1-mesa-dev freeglut3-dev mesa-common-dev libxmu-dev libxi-dev libgl-dev libx11-dev libxft-dev libxext-dev nasm
    

    On Fedora

     // ffmpeg-devel is found in the rpm-fusion repo. Can be enabled from Gnome Software if not already enabled
     
     > dnf install cmake gcc-c++
    

    On ArchLinux

     > sudo pacman -S cmake
    

    On openSUSE (tested in 13.1)

     > zypper in cmake
    
     NOTE: SDL 1 is not so well supported and it's missing various features and optimizations
     For SDL 2 replace "libSDL-devel" with "libSDL2-devel".
     "libffmpeg1-devel" requires the PackMan repository. If you don't have that repo, and don't want to add it, remove the "libffmpeg1-devel" option and compile without ffmpeg support.
     If you have the repo and compiles with ffmpeg support, make sure you download "libffmpeg1-devel", and not "libffmpeg-devel".
    

    Instead of SDL2 development files you can also use SDL1.2. Install SDL 1.2 and add to the cmake parameters -DSDL2=OFF

    SDL2 has better input support (especially in the console) and better support for multiple displays (especially in fullscreen mode).

B) Project Configuration and Genenration

Without cmake presets:

1.To Generate the Makefiles using CMake:

> cd neo/
> ./cmake-linux-<profile>.sh (recommended retail profile)

With CMake presets:

CMake GUI (also applies to Windows):

- Open GUI
- Select the neo folder as source
- The dropdown below the source will become active
- Select profile
- Press Config and then Generate

Visual Studio Code IDE (might apply to other IDE's with similar CMake support):

- Make sure you have installed Microsoft's C/C++ - Extension Pack
- Open the repository folder
- Select desired Profile

Available Profiles: See 5.C.2

C) Compiling Project

1.To Compile DOOM BFA

> cd ../build
> make (add DoomBFA in order to skip game.so's compilation)

or

> make -j <number of CPU cores> (for faster compiles)

7) INSTALLATION, GETTING THE GAMEDATA, RUNNING THE GAME

A) Installing Additional Requirements

  1. Installing XAudio 2.9 (for Windows 7, 8 & 8.1 users ONLY)

    • Download the NuGet package of XAudio 2.9 Redist from here: https://www.nuget.org/packages/Microsoft.XAudio2.Redist/
    • Rename file extension to zip
    • Extract the .dll file from build\native\release\bin(x64 or x86)
    • Rename the .dll file and simply remove the "redist" from it's name
    • Put it on the Game's folder

B) Installing the Game

Windows:

- Download and install the appropriate client (Steam, GOG Galaxy, Epic Game Store, Xbox App)
- Login with your credentials
- Install either DOOM 3 BFG Edition or DOOM 3 Bethesda.net Edition (2019)

Linux:

Steam:

- Download and install the Steam client
- Login with your credentials
- Install either DOOM 3 BFG Edition or DOOM 3 Bethesda.net Edition (2019) (try to set up it's installation directory to somewhere where it's easy to access it's files)

GOG:

- Login with your credentials to GOG.com
- Go to your game collection
- Select the game (DOOM 3 BFG Edition)
- Go to the extra
- Download the offline installer
- Download Wine from https://winehq.org/download (check website for more details)
- Run the offline installer through wine (cli example: wine setup_doom_3_bfg_1.14_\(13452\)_\(g\).exe) (from it's settings set it to install it somewhere where is easy to access it's files)

Epic Game Store:

- Download launcher
- Download Wine from https://winehq.org/download (check website for more details)
- Use wine to install the launcher
- Login to the launcher with your credentials
- Install DOOM 3 (try to set up it's installation directory to somewhere where it's easy to access it's files)

C) Setup Assets

  1. base folder Just copy paste the base folder from the source code to the Game's base folder

  2. zBFA folder

    • Copy paste the zBFA folder to your own Game's folder (/path/to/Doom3BFG)
      • (Optional) Copy paste the base/renderprogs folder in the zBFA folder
    • Open DoomBFA.exe with the launch argument +set com_allowConsole 1
    • Open Doom 3 and activate the console (press ~ key)
    • Type writeresourcefilewithdir zBFA
    • Copy paste from C:\Users<username>\Saved Games\Id Software\DOOM BFA\base\zBFA.resources (or /home//.doombfa/base/zBFA.resources for Linux) to your Game's base folder (/path/to/Doom3BFG) in the maps folder

D) Run/Debug DOOM BFA

Windows:

On windows with Visual Studio everything is pretty much preset. If you need to add additional launch arguments or change the working directory:

- Right click on DoomBFA project
- Select Properties
- Go to the Debugging section

Linux:

On linux Visual Studio Code is prefered for Debugging. For Visual Studio Code:

- Make sure you have Microsoft's C/C++ extension
- Open the .vscode/tasks.json and change the options.cwd to the build folder you are using (example: BuildDebug for the Debug profile with Cmake Presets)
- Open the .vscode/launch.json and change the progam's value to reflect where the executable is (example: ${workspaceFolder}/buildDebug/DoomBFA)
- On the .vscode/launch.json change cwd to the game's folder
- Finally you can use .vscode/launch.json's args to add additional launch arguments

E) Extras

  1. EAX support

Download this addon https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/downloads/roe-addon and extract it to the directory on your own Doom 3 BFG directory (/path/to/Doom3BFG)

  1. Final DOOM

    • Buy Final DOOM (Steam, GOG)
    • Copy and paste both WAD files (TNT.WAD, PUTONIA.WAD) into the Game's base/wads folder
  2. Master Levels

    • Buy DOOM 2 + Master Levels (Steam, GOG)
    • Create a folder named master inside the Game's base/wads folder
    • Copy and paste all the 20 Master Level wads inside the master folder (from the previous step)
  3. XAudio2 backend on Windows

    • Copy the text with the brackets from the neo/xaudio29redist.txt to neo/vcpkg.json (each entry is separated with comma)
    • On CMakePresets.json in the windows-base configuration change the value of USE_XAUDIO2_PACKAGE from OFF to ON
    • Follow steps from Chapter 5
  4. DXGI (Windows ONLY) Newer GPU drivers (AMD and nVidia) offer the option to make OpenGL games to render on a DX12 Context provided by the GPU driver sofware.

    AMD:

     - Open the AMD Adrenaline Software
     - Go to 'GAMING' tab
     - Go to "Graphics' tab
     - On the drop down select 'Advanced View'
     - Enable OpenGL triple-buffering and 10-bit pixel format (for HDR support)
    

    nVidia:

     - Open nVidia Control Panel
     - Go to '3D Settings'
     - Go to 'Manage 3D Settings'
     - Set 'Vulkan/OpenGL present method' to 'Prefer layered on DXGI Swapchain'
    

8) OVERALL CHANGES

  • Flexible build system using CMake

  • Linux support (32 and 64 bit)

  • Win64 support

  • OS X support (untested on this fork)

  • OpenAL Soft sound backend primarily developed for Linux but works on Windows as well

  • Bink video support through FFmpeg

  • PNG image support

  • Soft shadows using PCF hardware shadow mapping

    The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 12 taps using a Poisson disc algorithm so the shadows look really good which should give you stable 100 fps on todays hardware (2014).

  • Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert

  • True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space

  • Enhanced Subpixel Morphological Antialiasing For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/

  • Filmic post process effects like Technicolor color grading and film grain

  • Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique

  • Support for Classic DOOM launch arguments

  • Extended mod support for Classic DOOM (Vanilla + Partial BOOM compatibility)

  • Restored Flashlight from the original DOOM 3 (2004)

  • Revmaped settings with more options on both DOOM 3 and the Classic DOOM games

9) CONSOLE VARIABLES

Check here: https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/wiki/3.-New-Parameters

10) KNOWN ISSUES

  • In some cases activating both SSAO and Soft Shadows might result in shadow artifacts
  • Using the latest AMD Windows Driver (22.7.1 and newer) might result in worse performance than with previous versions (22.6.1 or older)

11) BUG REPORTS

DOOM-BFA is not perfect, it is not bug free as every other software. For fixing as much problems as possible we need as much bug reports as possible. We cannot fix anything if we do not know about the problems.

The best way for telling us about a bug is by submitting a bug report at our GitHub bug tracker page:

https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/issues?state=open

The most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there. It is also a great way to keep track of fixed stuff.

If you want to report an issue with the game, you should make sure that your report includes all information useful to characterize and reproduce the bug.

* Search on Google
* Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. )
* If appropriate, send a console log, a screenshot, an strace ..
* If you are sending a console log, make sure to enable developer output:

          DoomBFA.exe +set developer 1 +set logfile 2
		  
	You can find your qconsole.log on Windows in C:\Users\<your user name>\Saved Games\id Software\DOOM BFA\base\

NOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network.

12) GAME MODIFICATIONS

The Doom 3 BFG Edition GPL Source Code release allows mod editing, in order for it to accept any change in your mod directory, you should first specify your mod directory adding the following command to the launcher:

"+set fs_game modDirectoryName"

so it would end up looking like: DoomBFA +set fs_game modDirectoryName

Also now you can package your mod in .resource files for more info check: https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG/wiki

Classic doom mods are enabled and can be used with the old "-file" parameter like this: RBDoom3BFG -file "classicmod.wad"

IMPORTANT: DOOM-BFA does not support old Doom 3 (2004) modiciations that include sourcecode modifications in binary form (.dll) You can fork DOOM-BFA and create a new binary (.dll) that includes all required C++ game code modifications.

13) CODE LICENSE EXCEPTIONS - The parts that are not covered by the GPL:

EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.

JPEG library

neo/libs/jpeg-6/*

Copyright (C) 1991-1995, Thomas G. Lane

Permission is hereby granted to use, copy, modify, and distribute this software (or portions thereof) for any purpose, without fee, subject to these conditions: (1) If any part of the source code for this software is distributed, then this README file must be included, with this copyright and no-warranty notice unaltered; and any additions, deletions, or changes to the original files must be clearly indicated in accompanying documentation. (2) If only executable code is distributed, then the accompanying documentation must state that "this software is based in part on the work of the Independent JPEG Group". (3) Permission for use of this software is granted only if the user accepts full responsibility for any undesirable consequences; the authors accept NO LIABILITY for damages of any kind.

These conditions apply to any software derived from or based on the IJG code, not just to the unmodified library. If you use our work, you ought to acknowledge us.

NOTE: unfortunately the README that came with our copy of the library has been lost, so the one from release 6b is included instead. There are a few 'glue type' modifications to the library to make it easier to use from the engine, but otherwise the dependency can be easily cleaned up to a better release of the library.

zlib library

neo/libs/zlib/*

Copyright (C) 1995-2012 Jean-loup Gailly and Mark Adler

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

Base64 implementation

neo/idlib/Base64.cpp

Copyright (c) 1996 Lars Wirzenius. All rights reserved.

June 14 2003: TTimo [email protected] modified + endian bug fixes http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

  2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

IO for (un)compress .zip files using zlib

neo/libs/zlib/minizip/*

Copyright (C) 1998-2010 Gilles Vollant (minizip) ( http://www.winimage.com/zLibDll/minizip.html )

Modifications of Unzip for Zip64 Copyright (C) 2007-2008 Even Rouault

Modifications for Zip64 support Copyright (C) 2009-2010 Mathias Svensson ( http://result42.com )

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

MD4 Message-Digest Algorithm

neo/idlib/hashing/MD4.cpp Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.

License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing this software or this function.

License is also granted to make and use derivative works provided that such works are identified as "derived from the RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing the derived work.

RSA Data Security, Inc. makes no representations concerning either the merchantability of this software or the suitability of this software for any particular purpose. It is provided "as is" without express or implied warranty of any kind.

These notices must be retained in any copies of any part of this documentation and/or software.

MD5 Message-Digest Algorithm

neo/idlib/hashing/MD5.cpp This code implements the MD5 message-digest algorithm. The algorithm is due to Ron Rivest. This code was written by Colin Plumb in 1993, no copyright is claimed. This code is in the public domain; do with it what you wish.

CRC32 Checksum

neo/idlib/hashing/CRC32.cpp Copyright (C) 1995-1998 Mark Adler

OpenGL headers

neo/renderer/OpenGL/glext.h neo/renderer/OpenGL/wglext.h

Copyright (c) 2007-2012 The Khronos Group Inc.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and/or associated documentation files (the "Materials"), to deal in the Materials without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Materials, and to permit persons to whom the Materials are furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Materials.

THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

Timidity

neo/libs/timidity/*

Copyright (c) 1995 Tuukka Toivonen

From http://www.cgs.fi/~tt/discontinued.html :

If you'd like to continue hacking on TiMidity, feel free. I'm hereby extending the TiMidity license agreement: you can now select the most convenient license for your needs from (1) the GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License.

14) VCPKG Depedency Licenses:

Each pre-build binary include a folder named third-party-licenses. Inside the folder you can find any additional license for each vcpkg depedency that have been used for the creation of the distributed binary.

A) XAudio 2.9 redist

If XAudio 2.9 redist package is included in the project, only the header files of that package are used in order to maintain Windows 7, 8, 8.1 compatibility.

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classic-rbdoom-3-bfg's Issues

Black Spots on Screen when HDR is on

Exactly like in this topic:
github.com/RobertBeckebans/RBDOOM-3-BFG/issues/357

First i tried RBDoom 3 from 2016 related to this post, had "black ink" on screen and turning SSAO off fixed problem.
Then i found this updated variant and have same problem with black spots, but i have to turn HDR off, turning SSAO off gives nothing...its bad cause this version runs MUCH better while i prefer HDR over SSAO.

DOOM3 BFG GoG version.

Suggestion For The New Version

How About Making The 32 Bit Support Work Like Downloading The 86X Rar File And Fix The Crash Loading Screen Subtitles On And Off Soft Shadows Baking And Particles And When Will The New Version Come Out Any Release Date

Short bug report: Mouse wheel + 1080p

Hi. Thanks on the first place for working on this amazing project.
I have a couple of problems with Doom BFA. The first, I cannot set fullscreen resolution on 1920x1080 because the image gets cut and only a portion is seen on the whole screen. I just use 1280x720 while I wait for it to (maybe) get resolved.
Second, is that if I use the mouse wheel at the start menu in Doom 1, the game instantly crashes.

Sorry if I'm not clear. My technical english is not that rich.

flashlight bug on weapon change

switching the flashlight on and off works fine, but when you switch it on and change the weapon the beam stays but the light turns off.

https://youtu.be/fyOmeOSizGE

also tested with previous releases, same problem...
to be on the safe side i checked the flashlight_old parameter, it's 0 (default)

Viewmodel FoV is broken

Describe the bug
The Viewmodel FoV option, either in the options menu or console command, doesn't work accordingly.

To Reproduce
Either go to Advanced Options and switch the Viewmodel FoV or use console command "pm_vmfov".

Expected behavior
It should change the position of your weapon, either further ahead of you or closer.
Instead, only the "light" on select weapons (Machinegun, Chaingun, Plasma) is moved around, not the model itself.

Additional context
I would make this another issue but I think it can go here just fine...
It seems that pressing on the Viewmodel FoV bar in Advanced Options crashes my game, no idea why. I can easily use arrow keys to switch it around though.

Doom I/II config location?

How do I change keybinds and other cvars for Classic Doom I/II? Is the provided default.cfg shared among all 3 games?

Crash to desktop when loading save game.

Hi,

I'm getting a crash to desktop in Classic-RBDoom3-BFG when I'm loading a save game when running Back to Saturn X or a couple of OBLIGE generated levels. The game saves fine but loading the save game crashes to desktop.
This seems to affect both 64-Bit builds and 32-Bit released builds.

Save games made without any custom wads (like BTSX or OBLIGE) work fine.
I'm also using the Doom wads from GoG rather than the BFG wads.

I have also compiled the latest version on Git using CMake and Visual Studio 2017 using the Debugging profile and I have run the game in Visual Studio 2017's debugger to get the Call Stack as the issue happens on that version too, hope it helps.

https://pastebin.com/fFZHAAA1

OS:
Windows 10 17763.55 64-Bit (Version 1809)

More bug reports

  • Original flashlight has no description or image at all in the PDA:
    20200402160044_1
  • Weapons with "ammo viewfinder" have issues with the lighting:
    20200402160708_1
    20200402162035_1
  • Big red circle when grabbing something with the Grabber:
    20200402160914_1
  • Original flashlight lighting fades away when getting close to a certain surface:
    20200402162357_1
  • Missing spanish (and probably other languages) translation for Auto Save bar:
    20200402162404_1

Soft Shadow Artifacts

It seems that when you have Soft Shadows enabled, you may stumble upon many "shadow artifacts", such as flickering, noise/blur filtering and the like.
Disabling Soft Shadows fixes this, but not a good "fix" as you can tell.

The most prominent issue I have is the noise filtering, flickering (although luckily in this case it is very, very subtle) and 'fake shadows', you can change how bad this is by switching the LOD, as seen here:

LOD 0.4
20190422202608_1
LOD 2.0
20190422202611_1
Soft Shadows OFF
20190422202620_1

This seems to affect a few select textures, I haven't tried out.
Can this be fixed or at the very least improved?

"Real Light" behavior?

While I like what "Real Light" can do, I found some areas literally become either pitch black or extremely dark to the point that you can't recognize the wall/floor texture. Stuff doesn't get a bit lighter even as you approach them.

So I did a quick comparison in Crispy Doom without Crispiness options: https://gfycat.com/absoluteexcellentamericanshorthair

And Classic RBDOOM: https://gfycat.com/highenlightenedadmiralbutterfly

Notice that in Crispy, there is always a radius of gradient lighting.
Also the stairs I come down and return to in RBDOOM are entirely visible but the floor beneath them is pitch black.
In Crispy, you know you are in a dark area by design (hard to navigate), while that same area in RBDOOM is pitch black (can't even make what the floor/wall texture is, let alone color).

As I said, I like what "Real Light" can do to a lot of areas, but some are just plain extreme. Tested with SIGIL.wad 1.1 and doom.wad from BFG.

Is this by design?

Problem with Windows desktop scaling

If windows desktop scaling is activated above 100%, BFA wont display the whole screenarea if the game resolution is set higher than 720p.

In my case, im running the desktop at 125% scale and the game at native resolution 2560x1440...
This doesn't happen with the original Doom3BFG executable when using the same settings, so it has to be a RBDoom/BFA related problem.

OS: Win10 v1909

grafik

grafik

something is wrong here

screenshot at 2018-11-09 06-58-04
when using the gravity gun, or when I get hurt, there's no transparency, just solid white

Crash on selecting video options in classic doom mode

Describe the bug
When select "video options" while in classic doom mode, the game crashes.
To Reproduce
Steps to reproduce the behavior:

  1. Start classic doom
  2. move to "video options" in options
  3. hit enter
  4. crash.

Expected behavior
I expected it to go into video options.

Desktop (please complete the following information):

  • OS: Windows 7
  • Firefox
  • CRBDoom3 1.1.13

Game Crashes On Loading Screen When Playing Doom 3 With This Mod

The Game Crashes On Loading Screen At The End Of The Intro Text Here Is The Qconsole

log file 'qconsole.log' opened on Wed Feb 26 14:26:05 2020

]sv_cheats 1
Unknown command 'sv_cheats'
]set logfile 1
NET: PartyToken is 258 (seed = 273413)
--------- Execute Map Change ---------
Map: game/mars_city1
Loaded resource file maps/mars_city1.resources
--------- Game Map Shutdown ----------
WARNING: idSessionLocal::Pump was not called for 4 seconds
WARNING: idSessionLocal::Pump was not called for 4 seconds
WARNING: idSessionLocal::Pump was not called for 4 seconds

18315 msec to unload map
47 msec to free assets
Preloading images...
02180 images preloaded ( or were already loaded ) in 8.5 seconds

WARNING: idSessionLocal::Pump was not called for 13 seconds
00305 models preloaded ( or were already loaded ) in 0.8 seconds

OpenAL Error: Invalid Name (0xa001), @ D:\repos\Classic-RBDOOM-3-BFG\neo\sound\OpenAL\AL_SoundSample.cpp 748
00551 sounds preloaded in 6.0 seconds

Preloading anims...
00630 anims preloaded ( or were already loaded ) in 6.9 seconds

WARNING: idSessionLocal::Pump was not called for 16 seconds
----------- Game Map Init ------------
collision data:
425 models
30834 vertices (722 KB)
54572 edges (1918 KB)
44488 polygons (3126 KB)
8144 brushes (1113 KB)
12573 nodes (343 KB)
43839 polygon refs (342 KB)
14455 brush refs (112 KB)
18344 internal edges
1463 sharp edges
0 contained polygons removed
0 polygons merged
7681 KB total memory used
124 msec to load collision data.
Preloading collision models...
00183 collision models preloaded ( or were already loaded ) in 0.2 seconds

map bounds are (19640.0, 22168.0, 29496.0)
max clip sector is (1227.5, 1385.5, 1843.5)
2 KB passage memory used to build PVS
35 msec to calculate PVS
56 areas
110 portals
9 areas visible on average
448 bytes PVS data
[Load AAS]
loading maps/game/mars_city1.aas48
done.
[Load AAS]
loading maps/game/mars_city1.aas96
[Load AAS]
loading maps/game/mars_city1.aas_guardian
[Load AAS]
loading maps/game/mars_city1.aas_mancubus
[Load AAS]
loading maps/game/mars_city1.aas_sabaoth
[Load AAS]
loading maps/game/mars_city1.aas_cyberdemon
Entering doom_main()
Exiting doom_main()
Spawning entities
WARNING: marscity_cinematic_sarge_1 has no AAS file
WARNING: marscity_cinematic_sarge2_1 has no AAS file
WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/dropship.bik', 0

Loaded FFMPEG file: 'video/marscity/dropship.bik', looping=0256x256, 31.250000 FPS, 1.704000 sec
WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/monoflyby.bik', 0

Loaded FFMPEG file: 'video/marscity/monoflyby.bik', looping=0256x256, 31.250000 FPS, 0.672000 sec
WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/ship.bik', 0

Loaded FFMPEG file: 'video/marscity/ship.bik', looping=0256x256, 30.000000 FPS, 4.733333 sec
WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_uac_welcome.bik', 0

Loaded FFMPEG file: 'sound/VO/video/video_uac_welcome.bik', looping=0256x256, 30.000000 FPS, 80.366669 sec
WARNING: marscity_cinematic_player_sarge has no AAS file
WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_ipn_news.bik', 0

Loaded FFMPEG file: 'sound/VO/video/video_ipn_news.bik', looping=0256x256, 30.000000 FPS, 187.433334 sec
WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_marine_sops.bik', 0

Loaded FFMPEG file: 'sound/VO/video/video_marine_sops.bik', looping=0256x256, 30.000000 FPS, 72.866669 sec
WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_plasmagun.bik', 0

Loaded FFMPEG file: 'sound/VO/video/video_plasmagun.bik', looping=0256x256, 30.000000 FPS, 47.833332 sec
WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/decom.bik', 1

Loaded FFMPEG file: 'video/marscity/decom.bik', looping=1128x128, 30.000000 FPS, 4.266667 sec
WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/sci_team_request.bik', 0

Loaded FFMPEG file: 'video/marscity/sci_team_request.bik', looping=0256x256, 30.000000 FPS, 8.833333 sec
WARNING: idCinematic: Cannot find an audio stream in: 'sound/vo/video/mfs.bik', 0

Loaded FFMPEG file: 'sound/vo/video/mfs.bik', looping=0256x256, 30.000000 FPS, 88.833336 sec
...2026 entities spawned, 0 inhibited

==== Processing events ====
client 0 connected.
SpawnPlayer: 0
DESKTOP-CJLSLMQ joined the game.

Sending networkSync cvars:
pm_staminathreshold = 4
pm_noclipspeed = 300
pm_runspeed = 275
pm_walkspeed = 175
pm_crouchspeed = 100
WARNING: idClipModel::Handle: clip model 0 on 'marscity_soldier_black_2_head' (102) is not a collision or trace model
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 1037 models kept.

----- idImageManager::EndLevelLoad -----
WARNING: Couldn't load image: _emptyname : _emptyname#__0200
2163 images loaded in 23.2 seconds

----- idSoundSystemLocal::EndLevelLoad -----
sound: found efxs/mars_city1.efx
161 sounds loaded in 2.8 seconds

----- Running initial game frames -----
----- Saving Game -----
Save time: 1191ms
----- Generating Interactions -----
WARNING: idSessionLocal::Pump was not called for 3 seconds
idRenderWorld::GenerateAllInteractions, msec = 513
interactionTable size: 2952636 bytes
30576 interactions take 1100736 bytes
Used 14044kb of static vertex memory (22%)
Used 4730kb of static index memory (14%)
------------- Warnings ---------------
during game/mars_city1...
WARNING: idSessionLocal::Pump was not called for 16 seconds
WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/dropship.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/monoflyby.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/ship.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_uac_welcome.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_ipn_news.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_marine_sops.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'sound/VO/video/video_plasmagun.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/decom.bik', 1

WARNING: idCinematic: Cannot find an audio stream in: 'video/marscity/sci_team_request.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'sound/vo/video/mfs.bik', 0

WARNING: idClipModel::Handle: clip model 0 on 'marscity_soldier_black_2_head' (102) is not a collision or trace model
WARNING: Couldn't load image: _emptyname : _emptyname#__0200
WARNING: idSessionLocal::Pump was not called for 3 seconds
14 warnings
91055 msec to load game/mars_city1
--------- Game Map Shutdown ----------


ERROR: Framebuffer::Check( _shadowMap3 ): Framebuffer incomplete, missing read buffer


caught OpenGL error: 1286 in file D:\repos\Classic-RBDOOM-3-BFG\neo\renderer\RenderSystem.cpp line 813
--------- Game Map Shutdown ----------


ERROR: Framebuffer::Check( _shadowMap3 ): Framebuffer incomplete, missing read buffer


Can You Fix It

And In Case You Ask I Got The GOG Version

Specs Intel Pentium CPU B960 2.20 GHz

Compile error on Ubuntu 18.04

Hello!
I've got a compile error on Ubuntu 18.04:

funduke@doomsday:~/Classic-RBDOOM-3-BFG/neo$ ./cmake-linux-retail.sh


                            DOOM BFA EDITION
                 UNIX MakeFile GENERATION FOR x86 - x64
                              RETAIL BUILD

Generating files
Files generated Successfully
funduke@doomsday:/Classic-RBDOOM-3-BFG/neo$ cd ..
funduke@doomsday:
/Classic-RBDOOM-3-BFG$ cd build
funduke@doomsday:/Classic-RBDOOM-3-BFG/build$ make
Scanning dependencies of target precomp_header_idlib
[ 0%] Creating idlib/precompiled.h.gch for idlib
In file included from precompiled.h:36:0:
sys/sys_types.h:98:2: error: ‘constexpr’ does not name a type
constexpr idNullPtr() : value( 0 ) { }
^
sys/sys_types.h:98:2: note: C++11 ‘constexpr’ only available with -std=c++11 or -std=gnu++11
sys/sys_types.h:101:24: error: ‘constexpr’ does not name a type
template constexpr operator T1* () const
^
sys/sys_types.h:101:24: note: C++11 ‘constexpr’ only available with -std=c++11 or -std=gnu++11
sys/sys_types.h:107:37: error: ‘constexpr’ does not name a type
template<typename T1, typename T2> constexpr operator T1 T2::* () const
^
sys/sys_types.h:107:37: note: C++11 ‘constexpr’ only available with -std=c++11 or -std=gnu++11
idlib/CMakeFiles/precomp_header_idlib.dir/build.make:57: recipe for target 'idlib/CMakeFiles/precomp_header_idlib' failed
make[2]: *** [idlib/CMakeFiles/precomp_header_idlib] Error 1
CMakeFiles/Makefile2:199: recipe for target 'idlib/CMakeFiles/precomp_header_idlib.dir/all' failed
make[1]: *** [idlib/CMakeFiles/precomp_header_idlib.dir/all] Error 2
Makefile:83: recipe for target 'all' failed
make: *** [all] Error 2
funduke@doomsday:
/Classic-RBDOOM-3-BFG/build$

Some questions about Classic RBDoom 3 BFG

I am wondering, what are some of the biggest advantages of Doom: BFA over RBDoom 3 BFG?

I am trying to figure out the "best " way to experience Doom 3 again with a mostly vanilla experience but with some enhancements. My options seem limitless. There is original Doom 3 + mods (Redux for example), Dhewm + mods (Doom 3 source port) and then there's RBDoom 3 BFG and now BFA... I can't keep track of it all!

As far as I can tell, BFG seems more desirable by default since I can crank the FPS up to 120. But beyond that, why might you recommend BFA over RBDoom or vanilla BFG? And can you recommend texture packs or etc. that work with BFA?

For example, this (https://www.moddb.com/mods/doom-3-bfg-hi-def) looks pretty outstanding in that it seems to improve visuals and sounds but not gameplay, but it was last updated in 2017 and it apparently uses a custom RBDoom and not BFA? Which texture packs or graphical mods can be installed, and how is that done?

Anyways, I am very much a lay person here and just looking for some help to get the best possible enhanced Doom 3 experience, and would appreciate any and all guidance you might be able to give. It's my understanding that BFA doesn't include any enhanced textures/sounds by default; if you could point me in the right direction I would be very grateful!

Edit: Also, I noticed that it mentions "game DLL support is nearly complete" - what does this mean for me as someone who is wanting to play through the game? Does this effect me in some way or is this more for modders or something else?

64-bit crashes, 32-bit doesn't

The 64-bit release (Classic.RBDoom3BFG.-winx64) runs the game but crashes right when selecting Doom 3 BFG. 32-bit release (Classic.RBDoom3BFG.-winx86.zip) has no issues.

I have no idea as to why this happens.
It should work because I have Windows 7 64-bit as my OS.
Maybe the win64x was meant for something else?

libavcodec.so.58 missing

Describe the bug
I used the downloadable package for Ubuntu Linux (64) and got that error:

./RBDoom3BFG: error while loading shared libraries: libavcodec.so.58: cannot open shared object file: No such file or directory

Greetings
Funduke

Inclusion of different audio levels?

It seems that BFG edition feeds all sounds with same parameters which is far from ideal, inclusion of EFX reverbs, whilst great in general - really causes the lack of audio mixing to stand out.

All sounds are played at same volume and are processed by the effects, firstly causing insane drowning out effect where individual sounds cannot be discerned (especially voiceovers) and secondly (more of a nitpick) music or radio calls shouldn't have reverbs at all.

Taking a surface level glance at the code i see no easy way to bypass this.
Maybe the easiest hack would be to split sounds into appropriate categories by their path/name depending on how consistent the naming scheme in game files is.

Ideally there would be at least 4 separate "channels" to be mixed in at different levels and be possibly excluded from reverbs:

  • UI

  • Music

  • Voices

  • "World"

Of course this is just a suggestion but i feel that in the long run it'd be a great QOL since as much as i'm fan of OpenAL with its effects and HRTF processing, it's really hard to play more than one level in one sitting without getting really worn out by the "sound spam".

Re-implement pk4 support

One thing that has to be really annoying is the need for texture packs to be extracted and take up allot of space is it possible to implement some sort of zipped or package support?

Compile problem under Linux

Under Ubuntu 18.04.1 LTS (64 bit), i tried to compile it.
This is the output on the console, i guess the problem is the fatal error at the end:

blabla@blabla-H61H2-LM3:$ rm -r Classic-RBDOOM-3-BFG
rm: das Entfernen von 'Classic-RBDOOM-3-BFG' ist nicht möglich: Datei oder Verzeichnis nicht gefunden
blabla@blabla-H61H2-LM3:
$ mkdir Classic-RBDOOM-3-BFG
blabla@blabla-H61H2-LM3:$ git clone https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG
Klone nach 'Classic-RBDOOM-3-BFG' ...
remote: Enumerating objects: 11393, done.
remote: Counting objects: 100% (11393/11393), done.
remote: Compressing objects: 100% (3528/3528), done.
remote: Total 11393 (delta 7678), reused 11286 (delta 7576), pack-reused 0
Empfange Objekte: 100% (11393/11393), 19.78 MiB | 569.00 KiB/s, Fertig.
Löse Unterschiede auf: 100% (7678/7678), Fertig.
blabla@blabla-H61H2-LM3:
$ cd Classic-RBDOOM-3-BFG/neo
blabla@blabla-H61H2-LM3:/Classic-RBDOOM-3-BFG/neo$ sudo chmod a+x ./cmake-linux-retail.sh
[sudo] Passwort für blabla:
blabla@blabla-H61H2-LM3:
/Classic-RBDOOM-3-BFG/neo$ ./cmake-linux-retail.sh


                      CLASSIC RBDOOM 3 BFG EDITION
                 UNIX MakeFile GENERATION FOR x86 - x64
                              RETAIL BUILD

Generating files
Press any key to continue...
blabla@blabla-H61H2-LM3:/Classic-RBDOOM-3-BFG/neo$ cd ..
blabla@blabla-H61H2-LM3:
/Classic-RBDOOM-3-BFG$ cd build
blabla@blabla-H61H2-LM3:~/Classic-RBDOOM-3-BFG/build$ make
Scanning dependencies of target precomp_header_idlib
[ 0%] Creating idlib/precompiled.h.gch for idlib
[ 0%] Built target precomp_header_idlib
Scanning dependencies of target idlib
[ 1%] Building CXX object idlib/CMakeFiles/idlib.dir/Base64.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 1%] Building CXX object idlib/CMakeFiles/idlib.dir/BitMsg.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 1%] Building CXX object idlib/CMakeFiles/idlib.dir/CmdArgs.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 1%] Building CXX object idlib/CMakeFiles/idlib.dir/CommandLink.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 1%] Building CXX object idlib/CMakeFiles/idlib.dir/Dict.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 1%] Building CXX object idlib/CMakeFiles/idlib.dir/Heap.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/Heap.cpp: In function ‘void* Mem_Alloc16(size_t, memTag_t)’:
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/Heap.cpp:62:16: warning: ignoring return value of ‘int posix_memalign(void**, size_t, size_t)’, declared with attribute warn_unused_result [-Wunused-result]
posix_memalign( &ret, 16, paddedSize );

[  2%] Building CXX object idlib/CMakeFiles/idlib.dir/LangDict.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[  2%] Building CXX object idlib/CMakeFiles/idlib.dir/Lexer.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[  2%] Building CXX object idlib/CMakeFiles/idlib.dir/Lib.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/Lib.cpp: In static member function ‘static void idLib::FatalError(const char*, ...)’:
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/Lib.cpp:200:1: warning: ‘noreturn’ function does return
}
^
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/Lib.cpp: In static member function ‘static void idLib::Error(const char*, ...)’:
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/Lib.cpp:217:1: warning: ‘noreturn’ function does return
}
^
[  2%] Building CXX object idlib/CMakeFiles/idlib.dir/MapFile.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[  2%] Building CXX object idlib/CMakeFiles/idlib.dir/ParallelJobList.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[  2%] Building CXX object idlib/CMakeFiles/idlib.dir/Parser.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[  3%] Building CXX object idlib/CMakeFiles/idlib.dir/RectAllocator.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[  3%] Building CXX object idlib/CMakeFiles/idlib.dir/SoftwareCache.cpp.o
[  3%] Building CXX object idlib/CMakeFiles/idlib.dir/Str.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[  3%] Building CXX object idlib/CMakeFiles/idlib.dir/Thread.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
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[  9%] Building CXX object idlib/CMakeFiles/idlib.dir/math/Simd.cpp.o
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/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/math/Simd_Generic.cpp:47:0: warning: "NODEFAULT" redefined
#define NODEFAULT default: __assume( 0 )

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h:36:0,
               from <command-line>:0:
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/sys/sys_types.h:169:0: note: this is the location of the previous definition
#define NODEFAULT

[  9%] Building CXX object idlib/CMakeFiles/idlib.dir/math/Simd_SSE.cpp.o
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[ 10%] Linking CXX static library libidlib.a
[ 10%] Built target idlib
Scanning dependencies of target precomp_header_rbdoom3bfg
[ 10%] Creating idlib/precompiled.h.gch for RBDoom3BFG
[ 10%] Built target precomp_header_rbdoom3bfg
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[ 10%] Building CXX object CMakeFiles/RBDoom3BFG.dir/aas/AASFile.cpp.o
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[ 10%] Building CXX object CMakeFiles/RBDoom3BFG.dir/aas/AASFileManager.cpp.o
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[ 10%] Building CXX object CMakeFiles/RBDoom3BFG.dir/aas/AASFile_optimize.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 10%] Building CXX object CMakeFiles/RBDoom3BFG.dir/aas/AASFile_sample.cpp.o
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[ 10%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_contacts.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 11%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_contents.cpp.o
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[ 11%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_debug.cpp.o
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[ 11%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_files.cpp.o
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[ 11%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_load.cpp.o
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[ 11%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_rotate.cpp.o
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[ 11%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_trace.cpp.o
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[ 12%] Building CXX object CMakeFiles/RBDoom3BFG.dir/cm/CollisionModel_translate.cpp.o
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[ 12%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/CVarSystem.cpp.o
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[ 12%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/CmdSystem.cpp.o
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[ 12%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common.cpp.o
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/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Common.cpp: In member function ‘void idCommonLocal::ParseCommandLine(int, const char* const*)’:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Common.cpp:293:19: warning: ISO C++ forbids converting a string constant to ‘char*’ [-Wwrite-strings]
classicargv[j] = "doomlauncher";
                 ^~~~~~~~~~~~~~
[ 12%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_demos.cpp.o
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[ 12%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_dialog.cpp.o
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[ 13%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_load.cpp.o
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[ 13%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_localize.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 13%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_mapconvert.cpp.o
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[ 13%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_menu.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 13%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_network.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 13%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Common_printf.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 14%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Compressor.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 14%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Console.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:35:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:147:0: warning: "ntohl" redefined
#define ntohl(x) \

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:34:
/usr/include/netinet/in.h:401:0: note: this is the location of the previous definition
#   define ntohl(x) __bswap_32 (x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:35:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:152:0: warning: "ntohs" redefined
#define ntohs(x) \

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:34:
/usr/include/netinet/in.h:402:0: note: this is the location of the previous definition
#   define ntohs(x) __bswap_16 (x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:35:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:156:0: warning: "htons" redefined
#define htons(x) ntohs(x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:34:
/usr/include/netinet/in.h:404:0: note: this is the location of the previous definition
#   define htons(x) __bswap_16 (x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:35:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:168:0: warning: "htonl" redefined
#define htonl(x) ntohl(x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/Console.cpp:34:
/usr/include/netinet/in.h:403:0: note: this is the location of the previous definition
#   define htonl(x) __bswap_32 (x)

[ 14%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/ConsoleHistory.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 14%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DebugGraph.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 14%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclAF.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 14%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclEntityDef.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 15%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclFX.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 15%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclManager.cpp.o
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[ 15%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclPDA.cpp.o
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[ 15%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclParticle.cpp.o
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[ 15%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclSkin.cpp.o
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[ 15%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/DeclTable.cpp.o
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cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 16%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/FileSystem.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 16%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/File_Manifest.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 17%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/File_Resource.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 17%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/File_SaveGame.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 17%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/KeyInput.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 17%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/PlayerProfile.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 17%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/TokenParser.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 18%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/UsercmdGen.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 18%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/Zip.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 18%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/common_frame.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:41:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:147:0: warning: "ntohl" redefined
#define ntohl(x) \

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:40:
/usr/include/netinet/in.h:401:0: note: this is the location of the previous definition
#   define ntohl(x) __bswap_32 (x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:41:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:152:0: warning: "ntohs" redefined
#define ntohs(x) \

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:40:
/usr/include/netinet/in.h:402:0: note: this is the location of the previous definition
#   define ntohs(x) __bswap_16 (x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:41:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:156:0: warning: "htons" redefined
#define htons(x) ntohs(x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:40:
/usr/include/netinet/in.h:404:0: note: this is the location of the previous definition
#   define htons(x) __bswap_16 (x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/globaldata.h:55:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:41:
/home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/defs.h:168:0: warning: "htonl" redefined
#define htonl(x) ntohl(x)

In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doominterface.h:38:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/../../doomclassic/doom/doomlib.h:35,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/framework/common_frame.cpp:40:
/usr/include/netinet/in.h:403:0: note: this is the location of the previous definition
#   define htonl(x) __bswap_32 (x)

[ 18%] Building CXX object CMakeFiles/RBDoom3BFG.dir/framework/precompiled.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 18%] Building CXX object CMakeFiles/RBDoom3BFG.dir/renderer/BinaryImage.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 18%] Building CXX object CMakeFiles/RBDoom3BFG.dir/renderer/BoundsTrack.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 19%] Building CXX object CMakeFiles/RBDoom3BFG.dir/renderer/BufferObject.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
[ 19%] Building CXX object CMakeFiles/RBDoom3BFG.dir/renderer/Cinematic.cpp.o
cc1plus: warning: /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/precompiled.h.gch: created and used with differing settings of '-maes'
In file included from /home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/../sound/snd_local.h:114:0,
               from /home/blabla/Classic-RBDOOM-3-BFG/neo/renderer/Cinematic.cpp:34:
/home/blabla/Classic-RBDOOM-3-BFG/neo/idlib/../sound/OpenAL/AL_EAX.h:27:10: fatal error: AL\efx.h: Datei oder Verzeichnis nicht gefunden
#include "AL\efx.h"
        ^~~~~~~~~~
compilation terminated.
CMakeFiles/RBDoom3BFG.dir/build.make:1334: recipe for target 'CMakeFiles/RBDoom3BFG.dir/renderer/Cinematic.cpp.o' failed
make[2]: *** [CMakeFiles/RBDoom3BFG.dir/renderer/Cinematic.cpp.o] Error 1
CMakeFiles/Makefile2:68: recipe for target 'CMakeFiles/RBDoom3BFG.dir/all' failed
make[1]: *** [CMakeFiles/RBDoom3BFG.dir/all] Error 2
Makefile:83: recipe for target 'all' failed
make: *** [all] Error 2
blabla@blabla-H61H2-LM3:~/Classic-RBDOOM-3-BFG/build$ 

only partial game pad usability when accessing pda

Describe the bug
LS and RS do not function when navigating the PDA with an XBox360 gamepad
To Reproduce
Steps to reproduce the behavior:

  1. Go to PDA
  2. Click on RS or LS on gamepad
  3. nothing happens

Expected behavior
navigating through the different emails, audio logs, and video disks for any given account on the PDA

Screenshots
screenshot from 2019-03-04 10-01-06

Desktop (please complete the following information):

  • OS: Mint 19.1
  • Browser Firefox
  • Version 65.0.1 (64-bit)

Additional context
Add any other context about the problem here.

Default.cfg

Edit: Sorry, I put it in my doom 3 not my bfg

Sound issues with latest build

The latest patch for the hidef mod included some new sounds for the machine gun and pistol, but in this branch of the engine the sound effects don't play correctly, all the others work it's just those two that do not play. Additionally, whenever I try to load a map from the console it comes up with an OpenAL error.

crash on startup

I get an access violation on startup with the released download on win64. I have tried recompiling the code to track this down, currently I get:

glConfig.version_string = ( const char* )glGetString( GL_VERSION );

returning NULL, which makes float glVersion = atof( glConfig.version_string ); throw an assertion (which might be the access violation in release mode).

It looks like opengl might need some setup before it is used, I had a stab but didn't get anywhere. Any pointers would be great, seems like I'm missing something obvious here.

The Final Bug Report (I Hope)

This Might Be The Final Bug Report

The Problem Is That Last Time It Always Crashes On Some Things Like When Going To The Elevator In Mars City Underground

Second Of All When Opening The Game It Shows It Opens But It Wont Let Me Play What Do I Have To Do

I Hope The Other Version 1.2.3.2 Fixed The Crash Problem But What Do I Have To Do To Play I Extracted The Source Code And Everything

weaponchange with mousewheel broken since v1.1.11

Next and previous weapon keybind doesn't work anymore when bound to mousewheelup & down.
I guess the recent change in v1.1.11 broke it... "The next weapon and previous weapon buttons can now be pressed and holded (unlike before which was requiring to press them for every weapon)"

Worked fine in previous versions.

It crashes in Ubuntu again

Using Ubuntu 18.04.2 LTS again, when i try the latest version, it crashes with giving me the output below.
(By the way: I tried it also with loading SIGIL.wad and it did not appear in the Ultimate Doom episode menue.)

funduke@funduke-H61H2-LM3:~/Classic-RBDOOM-3-BFG/Classic.RBDoom3BFG.-ubuntux64$ ./RBDoom3BFG
QA Timing INIT: 001000ms
Classic RBDOOM 3 BFG 1.1.12.1403 linux-x86_64 Jun 6 2019 22:49:12
found interface lo - loopback
found interface enp3s0 - 192.168.2.102/255.255.255.0
------ 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
Loaded resource file maps/admin.resources
Loaded resource file maps/alphalabs1.resources
Loaded resource file maps/alphalabs2.resources
Loaded resource file maps/alphalabs3.resources
Loaded resource file maps/alphalabs4.resources
Loaded resource file maps/caverns1.resources
Loaded resource file maps/caverns2.resources
Loaded resource file maps/comm1.resources
Loaded resource file maps/commoutside.resources
Loaded resource file maps/cpu.resources
Loaded resource file maps/cpuboss.resources
Loaded resource file maps/d3ctf1.resources
Loaded resource file maps/d3ctf2.resources
Loaded resource file maps/d3ctf3.resources
Loaded resource file maps/d3ctf4.resources
Loaded resource file maps/d3dm1.resources
Loaded resource file maps/d3dm2.resources
Loaded resource file maps/d3dm3.resources
Loaded resource file maps/d3dm4.resources
Loaded resource file maps/d3dm5.resources
Loaded resource file maps/d3xpdm1.resources
Loaded resource file maps/d3xpdm2.resources
Loaded resource file maps/d3xpdm3.resources
Loaded resource file maps/d3xpdm4.resources
Loaded resource file maps/delta1.resources
Loaded resource file maps/delta2a.resources
Loaded resource file maps/delta2b.resources
Loaded resource file maps/delta3.resources
Loaded resource file maps/delta4.resources
Loaded resource file maps/delta5.resources
Loaded resource file maps/deltax.resources
Loaded resource file maps/enpro.resources
Loaded resource file maps/erebus1.resources
Loaded resource file maps/erebus2.resources
Loaded resource file maps/erebus3.resources
Loaded resource file maps/erebus4.resources
Loaded resource file maps/erebus5.resources
Loaded resource file maps/erebus6.resources
Loaded resource file maps/hell.resources
Loaded resource file maps/hell1.resources
Loaded resource file maps/hellhole.resources
Loaded resource file maps/le_enpro1.resources
Loaded resource file maps/le_enpro2.resources
Loaded resource file maps/le_exis1.resources
Loaded resource file maps/le_exis2.resources
Loaded resource file maps/le_hell.resources
Loaded resource file maps/le_hell_post.resources
Loaded resource file maps/le_underground.resources
Loaded resource file maps/le_underground2.resources
Loaded resource file maps/mars_city1.resources
Loaded resource file maps/mars_city2.resources
Loaded resource file maps/mc_underground.resources
Loaded resource file maps/monorail.resources
Loaded resource file maps/phobos1.resources
Loaded resource file maps/phobos2.resources
Loaded resource file maps/phobos3.resources
Loaded resource file maps/phobos4.resources
Loaded resource file maps/recycling1.resources
Loaded resource file maps/recycling2.resources
Loaded resource file maps/site3.resources
Current search path:
/home/funduke/.rbdoom3bfg/base
/home/funduke/Classic-RBDOOM-3-BFG/Classic.RBDoom3BFG.-ubuntux64/base
_common.resources
_ordered.resources
_sound_pc.resources
_sound_pc_en.resources
maps/admin.resources
maps/alphalabs1.resources
maps/alphalabs2.resources
maps/alphalabs3.resources
maps/alphalabs4.resources
maps/caverns1.resources
maps/caverns2.resources
maps/comm1.resources
maps/commoutside.resources
maps/cpu.resources
maps/cpuboss.resources
maps/d3ctf1.resources
maps/d3ctf2.resources
maps/d3ctf3.resources
maps/d3ctf4.resources
maps/d3dm1.resources
maps/d3dm2.resources
maps/d3dm3.resources
maps/d3dm4.resources
maps/d3dm5.resources
maps/d3xpdm1.resources
maps/d3xpdm2.resources
maps/d3xpdm3.resources
maps/d3xpdm4.resources
maps/delta1.resources
maps/delta2a.resources
maps/delta2b.resources
maps/delta3.resources
maps/delta4.resources
maps/delta5.resources
maps/deltax.resources
maps/enpro.resources
maps/erebus1.resources
maps/erebus2.resources
maps/erebus3.resources
maps/erebus4.resources
maps/erebus5.resources
maps/erebus6.resources
maps/hell.resources
maps/hell1.resources
maps/hellhole.resources
maps/le_enpro1.resources
maps/le_enpro2.resources
maps/le_exis1.resources
maps/le_exis2.resources
maps/le_hell.resources
maps/le_hell_post.resources
maps/le_underground.resources
maps/le_underground2.resources
maps/mars_city1.resources
maps/mars_city2.resources
maps/mc_underground.resources
maps/monorail.resources
maps/phobos1.resources
maps/phobos2.resources
maps/phobos3.resources
maps/phobos4.resources
maps/recycling1.resources
maps/recycling2.resources
maps/site3.resources
file system initialized.

WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----

Couldn't open journal files
/proc/cpuinfo CPU processors: 3
/proc/cpuinfo CPU logical cores: 3
execing default.cfg
execing D3BFGConfig.cfg
couldn't exec autoexec.cfg
Initializing Platform
dlopen '/home/funduke/Classic-RBDOOM-3-BFG/Classic.RBDoom3BFG.-ubuntux64/base/OpenPlatformx86_64.so' failed: libsteam_api.so: cannot open shared object file: No such file or directory
----- R_InitOpenGL -----
Initializing OpenGL subsystem
Using 8 color bits, 24 depth, 8 stencil display
Using GLEW 2.1.0
OpenGL Version : 4.6
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce GTX 970/PCIe/SSE2
OpenGL GLSL : 4.6
idCommon::VPrintf: truncated to 4094 characters
OpenGL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_trans
maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
X..GL_GREMEDY_string_marker not found
...using GL_ARB_framebuffer_object
...using GL_EXT_framebuffer_blit
----- Initializing Render Shaders -----
----- Initializing Sound System ------
Devices list:

GM204 High Definition Audio Controller Digital Surround 7.1 (HDMI 2)

AL lib: (EE) SetChannelMap: Failed to match front-center channel (2) in channel map
Setup OpenAL device and context... Done.
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.18.2
OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
sound system initialized.

------- Initializing renderSystem --------
Updating texture filter parameters.
renderSystem initialized.

WARNING: Couldn't load image: splashbink : splashbink#_0200
Loaded FFMPEG file: 'video\loadvideo.bik', looping=01280x360, 30.000000 FPS, 10.000000 sec
[binkaudio_dct @ 0x40efd40] The deprecated avcodec_decode
* API cannot return all the frames for this decoder. Some frames will be dropped. Update your code to the new decoding API to fix this.
Reading strings/english.lang as UTF-8
9104 strings read
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Jun 6 2019
Initializing event system
...535 event definitions
Initializing class hierarchy
...158 classes, 992960 bytes for event callbacks
Initializing scripts
/proc/cpuinfo CPU frequency: 3792.07 MHz
Compiled '/home/funduke/Classic-RBDOOM-3-BFG/Classic.RBDoom3BFG.-ubuntux64/base/script/doom_main.script': 199.7 ms
---------- Compile stats ----------

Memory usage:
Strings: 120, 15840 bytes
Statements: 95386, 3815440 bytes
Functions: 3070, 496728 bytes
Variables: 239712 bytes
Mem used: 6284512 bytes
Static data: 6266520 bytes
Allocated: 8567312 bytes
Thread size: 14064 bytes

...6 aas types
game initialized.

WARNING: idCinematic: Cannot find an audio stream in: 'video/intro/introloop.bik', 1

Loaded FFMPEG file: 'video/intro/introloop.bik', looping=1512x512, 30.000000 FPS, 12.000000 sec
WARNING: idCinematic: Cannot find an audio stream in: 'video/mars1.bik', 0

Loaded FFMPEG file: 'video/mars1.bik', looping=0512x512, 30.000000 FPS, 32.166668 sec
WARNING: idCinematic: Cannot find an audio stream in: 'video/mars_rotation.bik', 1

Loaded FFMPEG file: 'video/mars_rotation.bik', looping=11567x406, 30.000000 FPS, 100.000000 sec
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 3 models kept.

----- idImageManager::EndLevelLoad -----
22 images loaded in 0.0 seconds

----- idSoundSystemLocal::EndLevelLoad -----
sound: missing efxs/.efx
7 sounds loaded in 0.0 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
WARNING: idCinematic: Cannot find an audio stream in: 'video/intro/introloop.bik', 1

WARNING: idCinematic: Cannot find an audio stream in: 'video/mars1.bik', 0

WARNING: idCinematic: Cannot find an audio stream in: 'video/mars_rotation.bik', 1

5 warnings
Preloading images...
00362 images preloaded ( or were already loaded ) in 0.1 seconds

00259 sounds preloaded in 0.1 seconds

WARNING: Couldn't load image: _doomclassic : _doomclassic#__0200
--- Common Initialization Complete ---
QA Timing IIS: 015989ms
WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 7698
scroll
moveToIndex 3
moveDiff = 1
moveDiff = 1
moveDiff = 1
Added local user: funduke-H61H2-LM
Opening IP socket: localhost:27015
execing joy_righty.cfg
execing joy_360_0.cfg
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
session->GetSaveGameManager().CancelToTerminate();
soundSystem->StopAllSounds();
Stop();
--------- Game Map Shutdown ----------

CleanupShell();
delete loadGUI;
delete renderWorld;
delete soundWorld;
delete menuSoundWorld;
session->ShutdownSoundRelatedSystems();
session->Shutdown();
game->Leaderboards_Shutdown();
uiManager->Shutdown();
soundSystem->Shutdown();
usercmdGen->Shutdown();
eventLoop->Shutdown();
declManager->Shutdown();
renderSystem->Shutdown();
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
commonDialog.Shutdown();
UnloadGameDLL();
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------

Shutdown event system

saveFile.Clear( true );
stringsFile.Clear( true );
CloseLogFile();
fileSystem->Shutdown( false );
Sys_Shutdown();
console->Shutdown();
idKeyInput::Shutdown();
cvarSystem->Shutdown();
cmdSystem->Shutdown();
ClearWarnings( GAME_NAME " shutdown" );
warningCaption.Clear();
errorList.Clear();
idLib::ShutDown();
shutdown terminal support
funduke@funduke-H61H2-LM3:~/Classic-RBDOOM-3-BFG/Classic.RBDoom3BFG.-ubuntux64$

I am not able to enter the second of the Master Levels directly with the launcher.

Expected behavior
I want to be able to enter the second of the Master Levels directly with the launcher.

Desktop (please complete the following information):

  • OS: Ubuntu Linux

Describe the bug
I have successfully installed Mono runtime and got the CDL.exe from the windows64 binary release working.
I have started the game already normally with ./RBDoom3BFG and made the game create MASTERLEVELS.wad by entering the Master Levels -episode.
I want now be able to enter the second of the Master Levels directly with the launcher.
Then i start the launcher under Ubuntu with mono CDL.exe.
Then i enalbled Skip intro on the DOOM 3 BFG -page.
Then I select the DOOM II -page. Under Expansion i select Master Levels.
Under Map i select 2.
When i now click on the Launch-Button, i enter the second level of DOOM II, not that of the Master Levels. From there, when i select in the Menue New Game and then *Master Levels, i enter the first Level of the Master Levels. But when i select from the Menue witin the level Quit and then Change Game, i am transfered to the DOOM 3 BFG Menue, where i can select between Ultimate DooM, Doom 3 and Doom 2. When i select there DOOM 2, i am warped directly to the second löevel of the Master Levels -episode.

Crash on Attempting Doom Games

Describe the bug
Doom 3 appears to work fine. When I attempt to play Doom 1, once I try to start a new game, it'll crash. If I try to start Doom 2, it'll crash once I click the option in the game selector. This works fine with the same assets on rbdoom-3-bfg. I'm using the steam assets for Doom 3 BFG.

To Reproduce
Steps to reproduce the behavior:

  1. Launch the game
  2. Click on Doom 1
  3. Start a new game
  4. Game crashes

Expected behavior
Doom 1 and Doom 2 should be able to load into the first level.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: Manjaro
  • Version: 1.2.6-BFA

Additional context
qconsole.log
Log from launch attempt.

Next Weapon and Previous Weapon binds are incorrect in Doom 3

I have just set up version 1.2.5 and after setting my key binds, I noticed something odd when playing between Doom 1/2 and Doom 3. For Doom 3, the bind "Next Weapon" is actually "Previous Weapon" and the bind "Previous Weapon" is actually "Next Weapon" for some odd reason. Since Doom 1/2 in BFA share these two binds, going into the control settings displays the binds correctly, basically meaning that "Next Weapon" and "Previous Weapon" are what they actually are.

I tested this by loading into Doom 3 and using "give all" and going into Doom 1 and using "idkfa". In Doom 1, going from the fists to the BFG works fine when using the "Next Weapon" bind. In Doom 3, using "Next Weapon" doesn't take me from my fists to the BFG, instead I have the Soul Cube on me instead.

This strange issue is not present in the original BFG Edition.

Vulkan support?

Hello.

Saw this respo over at rbdoom 3 somewhere and thought that it was great someone decided to fork and continue where rbdoom 3 left off, especially since it seems abandon now.

Anyways, I am wondering if you will attempt to add Vulkan support from vkdoom 3 to here at all? Robert attempted to this over at RBDoom 3, but he never finished it. I was wondering if you had plans to do it here? I feel like Vulkan would resolve a lot of the performance issues with shadow mapping and such.

Original flashlight abrupt falloff

Describe the bug
Certain models in the environment interact incorrectly with the original flashlight. These models appear entirely unaffected by the flashlight until the player moves within a certain distance of them, at which point they abruptly light up.

Affected models can include sections of wall, props such as crates, pipes, staircases etc. Floors and terrain tend to not be affected.

To Reproduce
Steps to reproduce the behavior:

  1. Create a clean installation by copying base to a new location and extracting Classic RBDOOM 3 on top of it. Ensure that there are no existing RBDOOM 3 profiles with unexpected configurations.
  2. Launch Classic RBDOOM 3 with the developer console enabled, set the flashlight to original, and load the map game/mp/d3dm4 (it can be reproduced in any other map, this is just an easy one to test in)
  3. Use the console to give yourself a weapon_flashlight
  4. Try shining the flashlight on the stack of crates in the large, central room. Walk backwards down the ramp into the hallway while watching the crates.
  5. Observe the abrupt transition in the crates from being fully lit by the flashlight to being only lit by environmental lighting.

Expected behavior
The crates should gently transition from being fully lit by the flashlight to being only lit by environmental lighting.

Screenshots
lighting

Desktop

  • OS: Windows 10 1809 x86_64
  • NVIDIA: 419.35

Additional context

I tested and reproduced this in the following versions:

  • 1.1.12.9-classic
  • 1.1.12.8.5-classic

The problem does not affect the BFG or BFG Mix flashlights. It persists with r_useShadowMapping, r_useHalfLambertLighting, r_useSSAO, r_useHDR, and r_forceambient all set to 0.

Here are the contents of the generated D3BFGConfig.cfg file, sans keybindings:

set com_engineHz "60"
set net_inviteOnly "1"
set com_showMemoryUsage "0"
set com_showFPS "0"
set com_requireNonProductionSignIn "1"
set ui_autoReload "1"
set ui_autoSwitch "1"
set ui_skinIndex "0"
set saveGame_verbose "0"
set s_device "-1"
set s_meterPosition "100 100 20 200"
set s_meterTopTime "1000"
set s_showLevelMeter "0"
set g_xp_bind_run_once "1"
set g_gameReviewPause "10"
set g_countDown "15"
set g_fov "80"
set g_gunScale "1"
set g_gunZ "0"
set g_gunY "0"
set g_gunX "3"
set g_showBrass "1"
set g_showProjectilePct "0"
set g_showHud "1"
set g_showPlayerShadow "0"
set g_showcamerainfo "0"
set g_healthTakeLimit "25"
set g_healthTakeAmt "5"
set g_healthTakeTime "5"
set g_useDynamicProtection "1"
set g_armorProtectionMP "0.6"
set g_armorProtection "0.3"
set g_damageScale "1"
set g_leNightmare "0"
set g_roeNightmare "0"
set g_nightmare "0"
set g_decals "1"
set g_bloodEffects "1"
set g_projectileLights "1"
set g_muzzleFlash "1"
set si_flagDropTimeLimit "30"
set si_spectators "1"
set si_teamDamage "0"
set si_timeLimit "10"
set si_fragLimit "10"
set si_mode "-1"
set si_map "-1"
set g_laserSightLength "250"
set g_laserSightWidth "2.0"
set ui_showGun "1"
set g_spectatorChat "0"
set stereoRender_interOccularCentimeters "3.0"
set g_weaponShadows "0"
set g_checkpoints "1"
set aa_targetAimAssistEnable "0"
set pm_cursor "1"
set pm_vmfov "32"
set flashlight_old "1"
set stereoRender_swapEyes "0"
set r_aspectratio "1"
set cl_randpitch "1"
set cl_freelook "0"
set doomit "0"
set cl_messages "1"
set m_show_messages "1"
set s_volume_midi "8"
set s_volume_sound "8"
set net_socksPassword ""
set net_socksUsername ""
set net_socksPort "1080"
set net_socksServer ""
set ui_name ""
set swf_debug "0"
set s_subFraction "0.5"
set s_volume_dB "0"
set stereoRender_warpTargetFraction "1.0"
set stereoRender_warpParmW "0"
set stereoRender_warpParmZ "0"
set stereoRender_warpCenterY "0.5"
set stereoRender_warpCenterX "0.5"
set stereoRender_warpStrength "1.45"
set stereoRender_warp "0"
set r_motionBlur "0"
set r_forceScreenWidthCentimeters "0"
set r_clight "0"
set r_aspectcorrect "0"
set r_aspect "0"
set r_exposure "0.5"
set r_useSSAO "1"
set r_useSSGI "0"
set r_forceAmbient "0.01"
set r_useFilmicPostProcessEffects "1"
set r_hdrAutoExposure "1"
set r_useHDR "1"
set r_shadowMapLodScale "0.4"
set r_useShadowMapping "1"
set r_useVirtualScreenResolution "1"
set stereoRender_deGhost "0.05"
set stereoRender_enable "0"
set r_debugArrowStep "120"
set r_debugLineWidth "1"
set r_debugLineDepthTest "0"
set r_useHalfLambertLighting "1"
set r_lightScale "3"
set r_skipShadows "0"
set r_skipBump "0"
set r_skipSpecular "0"
set r_skipNewAmbient "0"
set r_brightness "1"
set r_gamma "1.0"
set r_swapInterval "1"
set r_lodBias "0.5"
set r_useTrilinearFiltering "1"
set r_maxAnisotropicFiltering "8"
set r_useSRGB "0"
set r_windowHeight "720"
set r_windowWidth "1280"
set r_windowY "0"
set r_windowX "0"
set r_customHeight "720"
set r_customWidth "1280"
set r_fullscreen "0"
set r_vidMode "0"
set r_antiAliasing "0"
set r_displayGLSLCompilerMessages "1"
set m_smooth "1"
set m_yaw "0.022"
set m_pitch "0.022"
set sensitivity "5"
set in_toggleZoom "0"
set in_toggleCrouch "0"
set in_toggleRun "0"
set in_anglespeedkey "1.5"
set in_pitchspeed "140"
set in_yawspeed "140"
set in_joylayout "0"
set in_mouseInvertLook "0"
set in_invertLook "0"
set in_joystickRumble "1"
set in_alwaysRunCl "0"
set in_alwaysRun "1"
set in_mouseSpeed "1"
set joy_deltaPerMSLook "0.003"
set joy_dampenLook "1"
set joy_yawSpeed "240"
set joy_pitchSpeed "100"
set joy_powerScale "2"
set joy_gammaLook "1"
set joy_range "1.0"
set joy_deadZone "0.2"
set joy_triggerThreshold "0.05"
set joy_newCode "1"
set joy_mergedThreshold "1"
set com_preloadDemos "0"
set com_compressDemos "1"
set net_debug_snapShotTime "0"
set com_product_lang_ext "1"
set popupDialog_debug "0"

Segmentation fault after doom2-classic main menu

While Doom3 works brilliantly for me, I was expecting the old DOOM games to work similarly well, since that's what you advertise your repository with.

However, at first I'm confronted with errors regarding WAD files that don't exist:

  • newopt.wad for DOOM
  • ua.wad for DOOM 2

My version of the game appears to ship only 3 wads: DOOM.WAD, DOOM2.WAD, NERVE.WAD

I went ahead and made the concrete errors not fatal and was able to get to the DOOM 2 main menu. There, both the "OPTIONS", "NEW GAME" and "LOAD GAME" cause additional segfaults for me right after it's running two configuration files, which are joy_360_0.cfg and joy_righty.cfg.

I don't know enough about the code, I assume it either expects to load additional configuration files and fails or something went missing. I have three other configuration files in base/, namely default.cfg, joy_360_1.cfg, and joy_lefty.cfg. Or maybe it has to do with the wads it somehow expects to be present?

the ./cmake-<all varients> just produce the same error

Describe the bug

                                CLASSIC RBDOOM 3 BFG EDITION
                           UNIX MakeFile GENERATION FOR x86 - x64
                                       RELEASE BUILD

Generating files
./cmake-linux-release.sh: 24: read: Illegal option -s
➜ neo

To Reproduce
Steps to reproduce the behavior:

  1. use any of the cmake options in neo

Expected behavior
it producing an executable?

Screenshots
being in the terminal, cut and paste should suffice

Desktop (please complete the following information):

  • OS: Mint 19.1
  • Browser firefox
  • Version 65.0.1 (64-bit)

Additional context
same error on all options

GPL violation?

Binary releases include Open Platform(MIT license) and steam_api(some closed license) dlls.

But according to GPL, closed-source libraries cannot be distributed together: https://www.gnu.org/licenses/gpl-faq.html#WindowsRuntimeAndGPL

I'm writing a Windows application with Microsoft Visual C++ (or Visual Basic) and I will be releasing it under the GPL. Is dynamically linking my program with the Visual C++ (or Visual Basic) runtime library permitted under the GPL?

You may not distribute these libraries in compiled DLL form with the program. To prevent unscrupulous distributors from trying to use the System Library exception as a loophole, the GPL says that libraries can only qualify as System Libraries as long as they're not distributed with the program itself. If you distribute the DLLs with the program, they won't be eligible for this exception anymore; then the only way to comply with the GPL would be to provide their source code, which you are unable to do.

Well, Open Platform is probably fine due to its source being provided even though it's not GPL, but I think including steam_api.dll violates this.

Building using clang++ fails

Describe the bug
Trying to compile the latest "stable" release using clang fails

To Reproduce

  1. Install clang for your distro. In my case it's Fedora: sudo dnf install clang
  2. generate the make file with: CXX=/usr/bin/clang++ ./cmake-linux-release.sh
  3. change to the build dir and do: make or make -j number_of_cpu_cores
  4. This is the output I get is in the attached file. I edited it to change my actual dir with "$HOME"

Attached file:
clang_output.txt

Desktop (please complete the following information):

  • OS: Fedora 30

Strange Green Square when opening PDA

So, every time I open the PDA in game, the game shows a green square over the PDA while Doomguy in bringing it to his eyesight.
It´s a small flaw, but it doen't happen in RBDoom3, only in RBDoom3 Classic.

Unable to initialise OpenGL

I've tried using the standard ZIP file and Windows installer for Doom BFA and the same error dialog always pops up.

QA Timing INIT: 000000ms
DOOM BFA 1.2.6.1403 win-x86 Jul 28 2020 23:30:13
2304 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
Winsock Initialized
Found interface: {E552D6B6-234B-4169-B14C-128264E83F40} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {69B98C91-D42E-4C5C-8C7D-10C7417469E4} Bluetooth Device (Personal Area Network) - 0.0.0.0 NULL netmask - skipped
Found interface: {AEF2CEFD-695D-4B8E-921E-4068EB5A6BC4} VMware Virtual Ethernet Adapter for VMnet1 - 192.168.203.1/255.255.255.0
Found interface: {E84C9109-B85C-4578-9E06-2E6468F5C75A} VMware Virtual Ethernet Adapter for VMnet8 - 192.168.231.1/255.255.255.0
Found interface: {4B9D265B-1D5A-4908-AB51-7DCB8181FAA9} VirtualBox Host-Only Ethernet Adapter - 192.168.56.1/255.255.255.0
Found interface: {8A447BEB-C459-424A-88B6-25D8C97E5C45} Intel(R) Dual Band Wireless-AC 7265 - 192.168.1.61/255.255.255.0
Found interface: {B3569FAC-00B0-49EC-AA9E-CF32A4C57C77} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {E8AC0DC1-8FD4-45A8-A823-7225B0561DB4} Microsoft Wi-Fi Direct Virtual Adapter #2 - 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
Loaded resource file maps/admin.resources
Loaded resource file maps/alphalabs1.resources
Loaded resource file maps/alphalabs2.resources
Loaded resource file maps/alphalabs3.resources
Loaded resource file maps/alphalabs4.resources
Loaded resource file maps/caverns1.resources
Loaded resource file maps/caverns2.resources
Loaded resource file maps/comm1.resources
Loaded resource file maps/commoutside.resources
Loaded resource file maps/cpu.resources
Loaded resource file maps/cpuboss.resources
Loaded resource file maps/d3ctf1.resources
Loaded resource file maps/d3ctf2.resources
Loaded resource file maps/d3ctf3.resources
Loaded resource file maps/d3ctf4.resources
Loaded resource file maps/d3dm1.resources
Loaded resource file maps/d3dm2.resources
Loaded resource file maps/d3dm3.resources
Loaded resource file maps/d3dm4.resources
Loaded resource file maps/d3dm5.resources
Loaded resource file maps/d3xpdm1.resources
Loaded resource file maps/d3xpdm2.resources
Loaded resource file maps/d3xpdm3.resources
Loaded resource file maps/d3xpdm4.resources
Loaded resource file maps/delta1.resources
Loaded resource file maps/delta2a.resources
Loaded resource file maps/delta2b.resources
Loaded resource file maps/delta3.resources
Loaded resource file maps/delta4.resources
Loaded resource file maps/delta5.resources
Loaded resource file maps/deltax.resources
Loaded resource file maps/enpro.resources
Loaded resource file maps/erebus1.resources
Loaded resource file maps/erebus2.resources
Loaded resource file maps/erebus3.resources
Loaded resource file maps/erebus4.resources
Loaded resource file maps/erebus5.resources
Loaded resource file maps/erebus6.resources
Loaded resource file maps/hell.resources
Loaded resource file maps/hell1.resources
Loaded resource file maps/hellhole.resources
Loaded resource file maps/le_enpro1.resources
Loaded resource file maps/le_enpro2.resources
Loaded resource file maps/le_exis1.resources
Loaded resource file maps/le_exis2.resources
Loaded resource file maps/le_hell.resources
Loaded resource file maps/le_hell_post.resources
Loaded resource file maps/le_underground.resources
Loaded resource file maps/le_underground2.resources
Loaded resource file maps/mars_city1.resources
Loaded resource file maps/mars_city2.resources
Loaded resource file maps/mc_underground.resources
Loaded resource file maps/monorail.resources
Loaded resource file maps/phobos1.resources
Loaded resource file maps/phobos2.resources
Loaded resource file maps/phobos3.resources
Loaded resource file maps/phobos4.resources
Loaded resource file maps/recycling1.resources
Loaded resource file maps/recycling2.resources
Loaded resource file maps/site3.resources
Loaded resource file maps/zBFA.resources
Loaded resource file maps/zfixed_le_model.resources
Current search path:
C:\Users\sonic\Saved Games\id Software\DOOM BFA/base
X:\SteamLibrary\steamapps\common\DOOM 3 BFG Edition/base
_common.resources
_ordered.resources
_sound_pc.resources
_sound_pc_en.resources
maps/admin.resources
maps/alphalabs1.resources
maps/alphalabs2.resources
maps/alphalabs3.resources
maps/alphalabs4.resources
maps/caverns1.resources
maps/caverns2.resources
maps/comm1.resources
maps/commoutside.resources
maps/cpu.resources
maps/cpuboss.resources
maps/d3ctf1.resources
maps/d3ctf2.resources
maps/d3ctf3.resources
maps/d3ctf4.resources
maps/d3dm1.resources
maps/d3dm2.resources
maps/d3dm3.resources
maps/d3dm4.resources
maps/d3dm5.resources
maps/d3xpdm1.resources
maps/d3xpdm2.resources
maps/d3xpdm3.resources
maps/d3xpdm4.resources
maps/delta1.resources
maps/delta2a.resources
maps/delta2b.resources
maps/delta3.resources
maps/delta4.resources
maps/delta5.resources
maps/deltax.resources
maps/enpro.resources
maps/erebus1.resources
maps/erebus2.resources
maps/erebus3.resources
maps/erebus4.resources
maps/erebus5.resources
maps/erebus6.resources
maps/hell.resources
maps/hell1.resources
maps/hellhole.resources
maps/le_enpro1.resources
maps/le_enpro2.resources
maps/le_exis1.resources
maps/le_exis2.resources
maps/le_hell.resources
maps/le_hell_post.resources
maps/le_underground.resources
maps/le_underground2.resources
maps/mars_city1.resources
maps/mars_city2.resources
maps/mc_underground.resources
maps/monorail.resources
maps/phobos1.resources
maps/phobos2.resources
maps/phobos3.resources
maps/phobos4.resources
maps/recycling1.resources
maps/recycling2.resources
maps/site3.resources
maps/zBFA.resources
maps/zfixed_le_model.resources
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
execing joy_360_0.cfg
execing joy_righty.cfg
couldn't exec DBFAConfig.cfg
couldn't exec autoexec.cfg
Initializing Platform
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:1
...registered window class
...registered fake window class
Using GLEW 2.1.0
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: Intel(R) HD Graphics 530
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_8086&DEV_191B&SUBSYS_1C5D1043&REV_06
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{001E9AC1-816B-11E9-847D-005056C00001}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Generic PnP Monitor
      StateFlags  : 0x2
      DeviceID    : MONITOR\AUO38ED\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1920
          dmPelsHeight      : 1080
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: Intel(R) HD Graphics 530
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_8086&DEV_191B&SUBSYS_1C5D1043&REV_06
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{001E9AC1-816B-11E9-847D-005056C00001}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Generic PnP Monitor
      StateFlags  : 0x2
      DeviceID    : MONITOR\AUO38ED\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1920
          dmPelsHeight      : 1080
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
...created window @ 0,0 (1920x1080)
Initializing OpenGL driver
...creating GL context: failed to create OpenGL 4.5 context
failed to create OpenGL 4.5 context
unknown error: 0x5
failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed
...releasing DC: failed
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:1
Using GLEW 2.1.0
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: Intel(R) HD Graphics 530
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_8086&DEV_191B&SUBSYS_1C5D1043&REV_06
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{001E9AC1-816B-11E9-847D-005056C00001}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Generic PnP Monitor
      StateFlags  : 0x2
      DeviceID    : MONITOR\AUO38ED\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1920
          dmPelsHeight      : 1080
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
...calling CDS: ok
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: Intel(R) HD Graphics 530
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_8086&DEV_191B&SUBSYS_1C5D1043&REV_06
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{001E9AC1-816B-11E9-847D-005056C00001}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Generic PnP Monitor
      StateFlags  : 0x2
      DeviceID    : MONITOR\AUO38ED\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
          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: failed to create OpenGL 4.5 context
failed to create OpenGL 4.5 context
unknown error: 0x5
failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed
...releasing DC: failed
...resetting display
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:0
Using GLEW 2.1.0
...created window @ 0,0 (1296x759)
Initializing OpenGL driver
...creating GL context: failed to create OpenGL 4.5 context
failed to create OpenGL 4.5 context
unknown error: 0x5
failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed
...releasing DC: failed
Unable to initialize OpenGL
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed

Classic Doom not playable

Describe the bug
I play in Ubuntu Linux the current version Version 1.1.12.5.
In the menue, where i can select either (Ultimate) DooM, DooM 3 or DooM II, ican only enter DooM 3. When i select any of the other two, it beeps and nothing happens. The obviously related message in the terminal is:
DOOM Classic error: W_GetNumForName: STPNNUM2 not found!

Greetings
Funduke

Vsync doesn't properly match refresh rate

To Reproduce
Steps to reproduce the behavior:

  1. Go to settings
  2. Set Vsync to Enabled
  3. Set refresh rate to 120 Hz

Expected behavior
Vsync should cap the frame rate to refresh rate correctly.

Actual behavior
Vsync caps the frame rate at 60 FPS (half the refresh rate)

Screenshots
rbdoom3bfg_2017_08_11_11_17_30_602

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser Chrome
  • Version 73

Additional context

Chaingun fire rate is slower at non-60 FPS frame rates

Describe the bug
Chain gun fires slower when set to 60 FPS or any FPS higher than 120.

To Reproduce
Steps to reproduce the behavior:

  1. Go to settings
  2. Set frame rate to 60 FPS.
  3. Fire chain gun in game

Expected behavior
Chain gun fires the same speed as 120 FPS

Actual behavior
Chain gun fires slower at 60 FPS or higher than 120 (eg. 240?)

Desktop (please complete the following information):

  • OS: Win10
  • Browser Chrome
  • Version 73

Additional context

// To fix the stupid chaingun script that depends on frame counts instead of
// milliseconds in the case of the server running at 60Hz and the client running
// at 120Hz, we need to set the script's GAME_FPS value to the client's effective rate.
// (I'd like to just fix the script to use milliseconds, but we don't want to change assets
// at this point.)

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