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Doom64 TC / absolution just does not work


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I tried the TC, I tried the EX, I tried 3 other threads on this website and 2 on different websites. I put in the Doom2.wad file in the correct location, I load up Absolution.exe, and... 

"P_Init: Init Playloop state.
R_TextureNumForName: SW1FINAL not found!"

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

absolution.out goes as follows btw:

 

Con_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.1.05 Dec  7 2003 (DGL).
Z_Init: Init zone memory allocation daemon.
  32.0 Mb allocated for zone.
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: Data\D64data.wad
W_AddFile: Data\doom64\doom64_abstin.wad
W_AddFile: Data\doom64\doom64_abstin.gwa
W_AddFile: Data\doom64\Auto\DOOM2.WAD
W_AddFile: Data\doom64\Auto\D64_data.pk3
W_AddFile: Data\doom64\Auto\D64_data2.pk3
Reading definition file: Defs\Doomsday.ded
Reading definition file: Defs\doom64\doom64.ded
  156 sprite names
 1334 states
  234 things
   85 lights
  116 sound effects
   68 songs
  352 text strings
   22 particle generators
    4 detail textures
   40 map infos
   15 finales
 1610 line types
  189 sector types
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
I_InitJoystick: TCA Q-Eng 1&2
Sys_InitTimer.
Sys_InitMixer: Headphones (2- High Definition 
Sfx_Init: Initializing DirectSound...
DS_EAXInit: Required EAX support missing.
DM_WinMusInit: 1 MIDI-Out devices present.
DM_WinMusInit: MIDI initialized.
S_Init: OK.
N_InitDirectPlay: Failed to create DP8Server [80070005].
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.00 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: Direct3D 8.1.
Direct3D information:
  Driver: nvldumd.dll
  Description: NVIDIA GeForce GTX 1050 Ti
  Texture units: 2
  Texture blending stages: 8
  Modulate2X: OK
  MultiplyAdd: OK
  BlendFactorAlpha: OK
  Maximum texture size: 16384 x 16384
  Maximum texture aspect ratio: 1:16384
  Maximum anisotropy: 16
  Multitexturing enabled (full).
Con_StartupInit: Init startup screen.
doom64 Version 2.3.1 Dec 13 2003 (Doomsday)
----------------------------------------------------------------------
Doom64: The Absolution
----------------------------------------------------------------------
P_Init: Init Playloop state.
R_TextureNumForName: SW1FINAL not found!

DG_Shutdown: Shutting down Direct3D...

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4 hours ago, ZeroTheEro said:

while I download D64TC again, what's the issue with D64EX?

 

same issue. It gives me the "SW1FINAL not found!" error and closes.

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hmm...

 

 

So I tested a few things, doom2.wad would work as long as in it's in bin or bin/data, anywhere else doesn't. Mind showing how your Absolution/Bin folder looks like and where you got your doom2.wad from? This is mine for instance.

 

image.png.59ce7fb03b4b69310d737dbf39eb405e.png

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9 hours ago, ZeroTheEro said:

hmm...

 

 

So I tested a few things, doom2.wad would work as long as in it's in bin or bin/data, anywhere else doesn't. Mind showing how your Absolution/Bin folder looks like and where you got your doom2.wad from? This is mine for instance.

 

image.png.59ce7fb03b4b69310d737dbf39eb405e.png

I actually had mine in the bin/data/doom64/auto folder (as per the website's instructions). I copied it over to bin and to bin/data, still same error. here's what it looks like:

Capture.PNG

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Your DOOM2.wad has a different size from v1.9 one, so presumably it's some old version like 1.666 or 1.7 or something. The one I have (from Steam) has the same size as posted above, 14263 KB.

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Comparing the file size to the ones listed here suggests you have the BFG Edition WAD. The error message is not very clear about what's wrong, but I suspect the problem is that the BFG Edition WAD mistakenly has a PWAD header rather than an IWAD header, as mentioned in the page I linked. The Doomsday source code from the Doom 64 TC website checks that header in W_InitMultipleFiles (dd_wad.c) when loading a list of files to ensure that the IWAD is loaded first. It didn't detect the BFG Edition DOOM2.WAD as an IWAD, so instead of loading DOOM2.WAD first, it loaded the files in the order that you can see in the "W_AddFile" lines in the log. Because DOOM2.WAD wasn't loaded first, its TEXTURE1 lump, which does not contain a "SW1FINAL" texture, overrode the texture lump where that texture is defined, when it should be the other way around, thus resulting in the SW1FINAL texture being missing.

 

To fix this, you could patch your BFG Edition WAD to 1.9, but unless you're interested in Doom 64 TC in particular, I would suggest playing the official Doom 64 port, or Doom 64 EX+ or Doom CE, both of which use the files from the PC port.

Edited by Shepardus

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7 hours ago, Shepardus said:

Comparing the file size to the ones listed here suggests you have the BFG Edition WAD. The error message is not very clear about what's wrong, but I suspect the problem is that the BFG Edition WAD mistakenly has a PWAD header rather than an IWAD header, as mentioned in the page I linked. The Doomsday source code from the Doom 64 TC website checks that header in W_InitMultipleFiles (dd_wad.c) when loading a list of files to ensure that the IWAD is loaded first. It didn't detect the BFG Edition DOOM2.WAD as an IWAD, so instead of loading DOOM2.WAD first, it loaded the files in the order that you can see in the "W_AddFile" lines in the log. Because DOOM2.WAD wasn't loaded first, its TEXTURE1 lump, which does not contain a "SW1FINAL" texture, overrode the texture lump where that texture is defined, when it should be the other way around, thus resulting in the SW1FINAL texture being missing.

 

To fix this, you could patch your BFG Edition WAD to 1.9, but unless you're interested in Doom 64 TC in particular, I would suggest playing the official Doom 64 port, or Doom 64 EX+ or Doom CE, both of which use the files from the PC port.

I also used the BFG Edition IWAD for testing, and despite the error messages, I still can't replicate the SW1FINAL error and it will run just fine if I ignore it.

image.png.9c45a6f628c32fb91b153f0acca9b9e3.png

But yeah, if you own the Unity-wrapped Doom 2, you might wanna try using the Doom 2 IWAD from there first.

 

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6 hours ago, ZeroTheEro said:

I also used the BFG Edition IWAD for testing, and despite the error messages, I still can't replicate the SW1FINAL error and it will run just fine if I ignore it.

I admit I didn't actually try it myself. Maybe it also has to do with doom2.wad being in the "Auto" directory in the OP's logs rather than in the bin directory like in your screenshot.

Edited by Shepardus

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OHHHH THERE WE GO

image.png.aef12e51c02f535ca18dfc28dd57eaae.png

This was with the BFG Edition IWAD in Bin\Data\doom64\Auto . I replaced it with the v1.9 IWAD in that same folder and it works now!
 

@colorfuldoom You need to make sure you don't have any leftover doom2.wad in the auto folder, and get your BFG Edition doom2.wad downgraded to v1.9 or get it fresh from your Doom II installation if you have any.

 

Edited by ZeroTheEro

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@ZeroTheEro @Shepardus I do, in fact, have the BFG edition wad. I'll try to get a downgraded version, ty all

 

edit 1: according to the wiki DOOM Eternal has a version of the WADs in base/classicwads. I got them and will try soon

 

edit 2: It works! it definitely is a dumpster fire of a game, but it's good :D

Edited by colorfuldoom
update

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