emilward Posted September 2, 2018 I just installed Freedoom 1 & 2 on a (very old) Toshiba Satellite A215-S7437 running (Linux) Xubuntu 16.04 32-bit. Game runs fine but when I change the graphics from it's default of "8-bit" to "OpenGL" the game crashes then closes out. All other modes work fine, such as 16-bit and 32-bit. It only crashes when it's in OpenGL mode. The laptop as an AMD Turion 64 X2 CPU, 4GB of RAM, and an ATI RS690 GPU. I don't know if it's an issue with the version of OpenGL my card supports when I search the glx info in terminal this is what I get: eric@Toshiba-A215:~$ glxinfo | grep "OpenGL version" OpenGL version string: 2.1 Mesa 18.0.5 eric@Toshiba-A215:~$ glxinfo | grep 'version' server glx version string: 1.4 client glx version string: 1.4 GLX version: 1.4 Max core profile version: 0.0 Max compat profile version: 2.1 Max GLES1 profile version: 1.1 Max GLES[23] profile version: 2.0 OpenGL version string: 2.1 Mesa 18.0.5 OpenGL shading language version string: 1.20 OpenGL ES profile version string: OpenGL ES 2.0 Mesa 18.0.5 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.0.16 eric@Toshiba-A215:~$ I also tried launching the Freedoom from terminal so I can see what's happening behind the scenes and this is what it says: eric@Toshiba-A215:~$ freedoom1 M_LoadDefaults: Load system defaults. default file: /home/eric/.prboom-plus/prboom-plus.cfg found /usr/share/games/doom/prboom-plus.wad PrBoom-Plus v2.5.1.5 (http://prboom-plus.sourceforge.net/) found /usr/share/games/doom/freedoom1.wad IWAD found: /usr/share/games/doom/freedoom1.wad PrBoom-Plus, playing: The Ultimate DOOM PrBoom-Plus is released under the GNU General Public license v2.0. You are welcome to redistribute it under certain conditions. It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details. V_Init: allocate screens. V_InitMode: using 32 bit video mode I_CalculateRes: trying to optimize screen pitch test case for pitch=5120 is processed 970 times for 100 msec test case for pitch=5152 is processed 2055 times for 100 msec optimized screen pitch is 5152 I_InitScreenResolution: Using resolution 1280x800 found /usr/share/games/doom/prboom-plus.wad D_InitNetGame: Checking for network game. W_Init: Init WADfiles. adding /usr/share/games/doom/freedoom1.wad adding /usr/share/games/doom/prboom-plus.wad W_InitCache Loading DEH lump from /usr/share/games/doom/freedoom1.wad M_Init: Init miscellaneous info. SetRatio: width/height parameters 1280x800 SetRatio: storage aspect ratio 8:5 SetRatio: assuming square pixels SetRatio: display aspect ratio 8:5 SetRatio: gl_ratio 1.920000 SetRatio: multiplier 5/6 R_Init: Init DOOM refresh daemon - R_LoadTrigTables: Endianness...ok. R_InitData: Textures Flats Sprites R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables R_InitPatches P_Init: Init Playloop state. I_Init: Setting up machine state. I_InitSound: configured audio device with 512 samples/slice Fluidplayer: Fluidsynth version 1.1.6 ** (process:5783): CRITICAL **: fluid_synth_sfload: assertion 'filename != NULL' failed fl_init: error loading soundfont /usr/share/sounds/sf2/TimGM6mb.sf2 portmidiplayer device list: ALSA:Midi Through Port-0 portmidiplayer: Opening device ALSA:Midi Through Port-0 for output I_InitSound: sound module ready S_Init: Setting up sound. S_Init: default sfx volume 8 HU_Init: Setting up heads up display. I_InitGraphics: 1280x800 I_UpdateVideoMode: 0xe0000000, SDL buffer, direct access SetRatio: width/height parameters 1280x800 SetRatio: storage aspect ratio 8:5 SetRatio: assuming square pixels SetRatio: display aspect ratio 8:5 SetRatio: gl_ratio 1.920000 SetRatio: multiplier 5/6 ST_Init: Init status bar. vorb_registersong: failed mad_registersong failed: input buffer too small (or EOF) db_registersong: couldn't load as tracker Exp_RegisterSongEx: Using player opl2 synth player G_DoPlayDemo: playing demo with Ultimate Doom/Doom95 compatibility vorb_registersong: failed mad_registersong failed: input buffer too small (or EOF) db_registersong: couldn't load as tracker Exp_RegisterSongEx: Using player opl2 synth player P_GetNodesVersion: using normal BSP nodes V_InitMode: using OpenGL video mode I_InitScreenResolution: Using resolution 1280x800 I_UpdateVideoMode: 0x80000002, own buffer, direct access SetRatio: width/height parameters 1280x800 SetRatio: storage aspect ratio 8:5 SetRatio: assuming square pixels SetRatio: display aspect ratio 8:5 SetRatio: gl_ratio 1.920000 SetRatio: multiplier 5/6 SDL OpenGL PixelFormat: SDL_GL_RED_SIZE: 8 SDL_GL_GREEN_SIZE: 8 SDL_GL_BLUE_SIZE: 8 SDL_GL_STENCIL_SIZE: 8 SDL_GL_ACCUM_RED_SIZE: 0 SDL_GL_ACCUM_GREEN_SIZE: 0 SDL_GL_ACCUM_BLUE_SIZE: 0 SDL_GL_ACCUM_ALPHA_SIZE: 0 SDL_GL_DOUBLEBUFFER: 1 SDL_GL_BUFFER_SIZE: 24 SDL_GL_DEPTH_SIZE: 24 SDL_GL_MULTISAMPLESAMPLES: 0 SDL_GL_MULTISAMPLEBUFFERS: 0 SDL_GL_STENCIL_SIZE: 8 GL_VENDOR: X.Org R300 Project GL_RENDERER: ATI RS690 GL_VERSION: 2.1 Mesa 18.0.5 GL_EXTENSIONS: GL_AMD_shader_trinary_minmax GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_packed_pixels GL_ARB_ES2_compatibility GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_copy_buffer GL_ARB_debug_output GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex 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_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map 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_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_blend_equation_separate GL_ATI_draw_buffers GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_MESA_pack_invert GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_MESA_ycbcr_texture GL_NV_blend_square GL_NV_conditional_render GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_OES_EGL_image GL_OES_read_format GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays using GL_EXT_texture_filter_anisotropic using GL_ARB_texture_non_power_of_two using GL_ARB_multitexture using GL_ARB_texture_compression using GL_EXT_framebuffer_object using GL_EXT_packed_depth_stencil using GL_EXT_blend_color using GL_ARB_pixel_buffer_object GL_MAX_TEXTURE_SIZE=2048 Using texture format GL_RGBA. SetRatio: width/height parameters 1280x800 SetRatio: storage aspect ratio 8:5 SetRatio: assuming square pixels SetRatio: display aspect ratio 8:5 SetRatio: gl_ratio 1.920000 SetRatio: multiplier 5/6 gld_Precache: E1M7 done in 486 ms I_SignalHandler: Exiting on signal: Segmentation fault I_ShutdownSound: eric@Toshiba-A215:~$ Does anyone know what's going on? 0 Quote Share this post Link to post
luckypunk Posted September 2, 2018 38 minutes ago, emilward said: Does anyone know what's going on? I know, that you should probably talk to the prboom-plus developers. Freedoom is just data. 0 Quote Share this post Link to post
Erick Posted September 2, 2018 (edited) You can try posting this on this thread here, you could probably get an answer on what it could be. Your problem has more to do with the engine, not exactly Freedoom which is just game data. https://www.doomworld.com/forum/topic/31039-prboom-plus-ver-2514/ Edited September 2, 2018 by GuyNamedErick 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.