Annorax@Posted: Mon Oct 22, 2012 11:50 pm :
Hello all,

I apologize if I posting this in the wrong place - I tried searching the Steam forums but did not find any helpful posts.

I am running Windows XP SP2 and have an ATI Radeon HD 4850 PCI-E 16X 512MB graphics card. I just updated the drivers to Catalyst version 12.6 (which fixed the game just crashing).

Now when I try to start the game, I get this in a blue box. Is there any fix for this, or is my graphics card too old? This is the first time I would (hopefully) be playing Doom 3 and was really eager to try it out, but sadly I am stuck on this. Any help would be much appreciated. :)

Code:
QA Timing INIT: 000114ms
D3BFG 1.1400 win-x86 Oct  5 2012 11:38:38
3166 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
3328 MB System Memory
512 MB Video Memory
Winsock Initialized
Found interface: {881CB891-60D7-44D3-A06C-D554FC295B8A} Atheros AR8121/AR8113/AR8114 PCI-E Ethernet Controller - Packet Scheduler Miniport - 192.168.1.5/255.255.255.0
Found interface: {C800B0ED-E028-431C-B560-DAC7FA8EFFEC} VirtualBox Host-Only Ethernet Adapter - Packet Scheduler Miniport - 192.168.56.1/255.255.255.0
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
Current search path:
I:\Program Files\Steam\steamapps\common\DOOM 3 BFG Edition/base
I:\Documents and Settings\matt\My Documents\My Games\id Software\DOOM 3 BFG/base
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files

GetLogicalProcessorInformation is not supported.
execing default.cfg
couldn't exec D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:1
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
X..WGL_EXT_swap_control_tear not found
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 960
          dmDisplayFlags    : 0x4
          dmDisplayFrequency: 60
...calling CDS: ok
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 720
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
...created window @ 0,0 (1280x720)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
X..WGL_EXT_swap_control_tear not found

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
freespace_version: 0.6
0 freespace devices
------------------------------------
OpenGL Version: 3.2
OpenGL Vendor : ATI Technologies Inc.
OpenGL GLSL   : 3.3
...using GL_ARB_multitexture
...using GL_EXT_direct_state_access
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
   maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
...using GL_ARB_seamless_cube_map
...using GL_ARB_framebuffer_sRGB
...using GL_ARB_vertex_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_vertex_array_object
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_fragment_program
...using GL_ARB_uniform_buffer_object
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_sync
...using GL_ARB_occlusion_query
...using GL_ARB_timer_query
Couldn't find proc address for: glGetQueryObjectui64vARB
X..GL_ARB_debug_output not found
----- Initializing Render Shaders -----
While linking GLSL program 32 with vertexShader shadow.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

While linking GLSL program 33 with vertexShader shadow_skinned.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

----- Initializing Sound System ------
  0: Realtek HD Audio output
     2 channels, 44100 Hz
     Front Left and Front Right
     Default Console Device, Multimedia Device, Communications Device, and Game Device
  1: ATI HD Audio rear output
     2 channels, 44100 Hz
     Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
------- Initializing renderSystem --------
Updating texture filter parameters.
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 720
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 720
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
idJointBuffer::MapBuffer: failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL



jmarshall23@Posted: Tue Oct 23, 2012 12:12 am :
Quote:
While linking GLSL program 32 with vertexShader shadow.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

While linking GLSL program 33 with vertexShader shadow_skinned.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

idJointBuffer::MapBuffer: failed


I would try updating your drivers.



Annorax@Posted: Tue Oct 23, 2012 12:21 am :
Thanks for the post. That was the first thing I tried. From Catalyst Control Center, here are my driver versions.

Code:
Driver Packaging Version   8.97.100.3-120703a-142837C-ATI   
Catalyst™ Version   12.6   
Provider   AMD.   
2D Driver Version   6.14.10.7267   
2D Driver File Path   System/CurrentControlSet/Control/Video/{94EC52A9-AE15-4D0A-8214-913592DA142C}/0000   
Direct3D Version   6.14.10.0911   
OpenGL Version   6.14.10.11653   
Catalyst™ Control Center Version   2012.0703.2356.41139   


I can't seem to find any newer drivers for 32 bit Windows XP.



jmarshall23@Posted: Tue Oct 23, 2012 1:00 am :
It's either the card or the drivers, I haven't touched XP in years but remember the general rule of thumb, ATI makes great cards, crappy drivers so it could be anything. Someone else might have something, but you should probably wait till the source code gets released for doom 3 bfg, than you'll be able to figure out exactly whats going on.



Annorax@Posted: Tue Oct 23, 2012 1:42 am :
Thanks again for the reply. The drivers seem as up to date as possible, and one day I will upgrade the card, but sadly not now. I don't mind playing games on low settings as long as they work, that's what I usually do anyway. :)

Maybe some future patch to the game will help me out. Has there been any word when the code would be released? Considering how new the game is I doubt it... I can't find anything about it.



The Happy Friar@Posted: Tue Oct 23, 2012 1:56 am :
Just looked @ D3 BFG's Steam requirements: Here's the *MIN* for GPU:
NVIDIA GeForce 9800 GT / ATI Radeon HD 5750, 512 MB video RAM

Looks like they took a big "F-U" to everyone who bought D3 originally. That would run on an ATI 9700 or Nvidia Series 3.

Glad I didn't buy it now (I'd assume it would run on whatever D3 would of).



jmarshall23@Posted: Tue Oct 23, 2012 4:02 am :
The Happy Friar wrote:
Just looked @ D3 BFG's Steam requirements: Here's the *MIN* for GPU:
NVIDIA GeForce 9800 GT / ATI Radeon HD 5750, 512 MB video RAM

Looks like they took a big "F-U" to everyone who bought D3 originally. That would run on an ATI 9700 or Nvidia Series 3.

Glad I didn't buy it now (I'd assume it would run on whatever D3 would of).


The only thing I can think of that would make D3 BFG require a higher end card is probably because of the GPU skinning, all the models in d3 do have a decent amount of joints, and lower end cards just don't support enough uniforms to support GPU skeletal animation, which was a huge bottleneck in the original codebase.



WickedShell@Posted: Tue Oct 23, 2012 6:35 am :
The Happy Friar wrote:
Just looked @ D3 BFG's Steam requirements: Here's the *MIN* for GPU:
NVIDIA GeForce 9800 GT / ATI Radeon HD 5750, 512 MB video RAM


That maybe the listed minimum, but I can report I get an easy 60FPS on a GeForce 9300M GS. I do think I saw a comment somewhere about needing OpenGL 3.2, not sure if that's the case or not, but just throwing out that the 9300M GS is fine, and I'm getting a better frame rate with D3:BFG then previous D3 binaries.



The Happy Friar@Posted: Tue Oct 23, 2012 1:04 pm :
It could be the ATI 4x series doesn't have something the 5x series does, that's why it's a min. Not sure, I just think it's kind of silly to say "increased performance!" but you make the requirements tech that came out ~7 years after the original game.



drill_sarge@Posted: Tue Oct 23, 2012 2:17 pm :
BFG edition doesn't officially support WindowsXP (not sure why), maybe it has something to do with that. You could at least try to update to Service Pack 3.

Since you have HD4000 card you can only use newer AMD legacy driver, which should come out soon.



WickedShell@Posted: Tue Oct 23, 2012 5:43 pm :
The Happy Friar wrote:
Not sure, I just think it's kind of silly to say "increased performance!" but you make the requirements tech that came out ~7 years after the original game.


Sadly it is actually increased performance, just that our usual subtext of increased performance is that algorithms were reworked to provide better performance on all platforms, while in this case it seems to be a bit of taking advantage of newer hardware features that weren't available at original release to get better performance. It's not that it's not the truth its just not what we expected. The listed minimum of GeForce 9800 GT, came out 4 years after Doom3 was released :/ IDK I do get improved performance on the same hardware compared to the previous release, but I do also hear your point about that only applying if your hardware could run BFG edition in the first place.

With regards to the original problem the best I can come up with is A) is using GLSL 3.3 with GL 3.2 valid? B) if you check with extension viewer do you actually have gl_ARB_map_buffer_range extension? Note: both of these points are just spit balling I don't know if they would actually help or shed light on anything :/


EDIT: Based on this GLIntercept from mh http://pastebin.com/pxKnZhLD you need glMapBufferRange, which is something I can't find at all in the OpenGL 3.2 Core or Compatibility profile documentation, looks like you need OpenGL 3.3 which I thought your driver would provide for you, but maybe not. I'd say see what the OpenGL extension viewer shows as available extensions and GL versions, might help answer the point.



Annorax@Posted: Wed Oct 24, 2012 12:23 am :
Using this program, I've found out the version of OpenGL that comes with the latest drivers: http://www.realtech-vr.com/glview/download.php

My version of OpenGL is 3.3. According to the viewer, I do see that I have "GL_ARB_map_buffer_range" checked along with these extensions... so I still don't know why it won't run. I seem to have everything it needs...?

Code:
<Extensions>GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_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_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression 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_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo 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_bindable_uniform 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_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod 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_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer</Extensions>



jmarshall23@Posted: Wed Oct 24, 2012 12:34 am :
The reason why its failing for you as I said before is its failing to compile one or more of the glsl programs for whatever reason, but as I stated before its more than likely has to do with the GPU skeletal stuff(your card doesn't have enough uniforms aval to do it properly).

Skeletal animation was a HUGE bottleneck in the original codebase it's no surprise by adding GPU skeletal support that there was a huge speed boost.

Quote:
if you check with extension viewer do you actually have gl_ARB_map_buffer_range extension? Note: both of these points are just spit balling I don't know if they would actually help or shed light on anything :/


He has all the required extensions but the <Invalid> after the linking glsl stuff is the part that I think is his problem.

Code:
While linking GLSL program 32 with vertexShader shadow.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

While linking GLSL program 33 with vertexShader shadow_skinned.vp and fragmentShader <Invalid>
Vertex shader(s) linked.


ATI has nasty drivers, and your using Windows XP which makes your problem worse. Check out this http://forums.steampowered.com/forums/s ... ?t=1179196 , see if it helps you out. Off hand I would say your card is just fine because doom 3 bfg works on the 360 which isn't a dx10 level card, but on the flip side the 360 card has shared memory between the video card and everything else which makes uploads instantous almost. So I would really look at the drivers.



milospinkfloyd@Posted: Thu Nov 22, 2012 10:53 pm :
i have the same problem. would installing windows 7 will solve this? i have lattest drivers..



reckless@Posted: Thu Nov 22, 2012 11:31 pm :
Not if your card cant handle the extensions nessesary :( sadly ATI has been somewhat behind on the opengl driver support for there cards while there D3D support is top notch.



milospinkfloyd@Posted: Fri Nov 23, 2012 3:04 am :
is that mean that all people with hd4850 cant play d3 bfg??



reckless@Posted: Fri Nov 23, 2012 3:51 am :
It would be plausible but according to this site it should be able to run it
http://www.game-debate.com/games/index.php?g_id=4514&canMyGpuRunIt=Doom%203%20BFG%20Edition

Might just be a bug in the driver version you use (not the first time i seen that) strange non the less.



reckless@Posted: Fri Nov 23, 2012 4:09 am :
Hmm i see others had the same problem not only on ati :?: one thing that made it work for some user was lowering your desktop resolution (wtf) :shock:
Are you by chance running the steam version ?



motorsep@Posted: Fri Nov 23, 2012 4:13 am :
Turn off AA and see if that helps.



milospinkfloyd@Posted: Fri Nov 23, 2012 4:44 am :
no, i'm runing skid row version 8) i cant lower AA because i cant start game. hope next driver will fix this i'm not in hurry to play d3 bfg



BloodRayne@Posted: Fri Nov 23, 2012 7:33 am :
milospinkfloyd wrote:
no, i'm runing skid row version 8) i cant lower AA because i cant start game. hope next driver will fix this i'm not in hurry to play d3 bfg

Talking about, advertising or linking to illegal software will get you banned instantly.

Please don't... do.. that.



morrowind@Posted: Tue Jan 15, 2013 9:29 pm :
Im getting exactly the same thing. I have an R7850 PE so LOL at a 2004 game working but the "remastered" (basically the same thing) version doesn't.

I have XP SP3 on there.

What the hell is going on?
And why thell do they release this as a "remastered" version when they don't even include soft shadows and self-shadows (models casting shadows on themselves)

A patched 2004 Doom 3 looks better with the Sikmod. Also LOL at not having coop.

Only reason I got this is to use the Occulus Rift with it when it comes out.



reckless@Posted: Tue Jan 15, 2013 10:31 pm :
The extention it bitches about is the exact same other users have reported not working with my port on ATI's 4000 series and it seems they dropped support for those cards so i would not hold my breath that it will ever get fixed :( vanilla should be ok if you use a port that does not include mh's optimized VBO code though you have to use one of the older drivers (cant remember build but theres a post here somewhere about it).

Ill see if i can backport the old extention from vanilla for BFG that should atleast take care of the crash but you still need the older driver to avoid funny looking stuff.



motorsep@Posted: Tue Jan 15, 2013 10:39 pm :
morrowind wrote:
And why thell do they release this as a "remastered" version when they don't even include soft shadows and self-shadows (models casting shadows on themselves)


Because "remastered" doesn't mean "rewriting rendering engine". BFG still uses forward rendering and ID simply moved skinning and stencil shadows to GPU. It's the game's style, why change it?!

Self-shadowing is there, just disabled. There was a mod putting it back on, but it sucks. Can't enable it in BFG due to the way resources are authored.

I'd agree that ID messed up with PC gamers with BFG, but, I think they aimed at PS3 more than at any other platform. Willis even mentioned ~70million users on PS3 never tried Doom 3. Now they have tried it, and they liked it. So, there goes potential userbase for Doom 4 on PS3 :)



Sikkpin@Posted: Tue Jan 15, 2013 11:04 pm :
motorsep wrote:
...Willis even mentioned ~70million users on PS3 never tried Doom 3. Now they have tried it, and they liked it.

Doom 3 BFG sold ~70 million copies on the PS3? Damn!


:mrgreen: just being a smart ass.



motorsep@Posted: Tue Jan 15, 2013 11:20 pm :
Lol :)

http://www.vgchartz.com/article/250504/ ... rs-giants/

http://www.vgchartz.com/game/71022/doom-3-bfg-edition/

300k units sold total worldwide since launch (all platforms). Probably broke even. If Oculus Rift was released as planned, there would be more sales.



parsonsbear@Posted: Thu Jan 17, 2013 5:17 am :
The Oculus won't have a commercial release for quite some time- an install base 10k devkits wouldn't have changed much regarding BFG's sales.



Annorax@Posted: Mon Oct 22, 2012 11:50 pm :
Hello all,

I apologize if I posting this in the wrong place - I tried searching the Steam forums but did not find any helpful posts.

I am running Windows XP SP2 and have an ATI Radeon HD 4850 PCI-E 16X 512MB graphics card. I just updated the drivers to Catalyst version 12.6 (which fixed the game just crashing).

Now when I try to start the game, I get this in a blue box. Is there any fix for this, or is my graphics card too old? This is the first time I would (hopefully) be playing Doom 3 and was really eager to try it out, but sadly I am stuck on this. Any help would be much appreciated. :)

Code:
QA Timing INIT: 000114ms
D3BFG 1.1400 win-x86 Oct  5 2012 11:38:38
3166 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
3328 MB System Memory
512 MB Video Memory
Winsock Initialized
Found interface: {881CB891-60D7-44D3-A06C-D554FC295B8A} Atheros AR8121/AR8113/AR8114 PCI-E Ethernet Controller - Packet Scheduler Miniport - 192.168.1.5/255.255.255.0
Found interface: {C800B0ED-E028-431C-B560-DAC7FA8EFFEC} VirtualBox Host-Only Ethernet Adapter - Packet Scheduler Miniport - 192.168.56.1/255.255.255.0
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
Current search path:
I:\Program Files\Steam\steamapps\common\DOOM 3 BFG Edition/base
I:\Documents and Settings\matt\My Documents\My Games\id Software\DOOM 3 BFG/base
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files

GetLogicalProcessorInformation is not supported.
execing default.cfg
couldn't exec D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:1
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
X..WGL_EXT_swap_control_tear not found
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 960
          dmDisplayFlags    : 0x4
          dmDisplayFrequency: 60
...calling CDS: ok
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 720
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
...created window @ 0,0 (1280x720)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
X..WGL_EXT_swap_control_tear not found

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
freespace_version: 0.6
0 freespace devices
------------------------------------
OpenGL Version: 3.2
OpenGL Vendor : ATI Technologies Inc.
OpenGL GLSL   : 3.3
...using GL_ARB_multitexture
...using GL_EXT_direct_state_access
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
   maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
...using GL_ARB_seamless_cube_map
...using GL_ARB_framebuffer_sRGB
...using GL_ARB_vertex_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_vertex_array_object
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_fragment_program
...using GL_ARB_uniform_buffer_object
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_sync
...using GL_ARB_occlusion_query
...using GL_ARB_timer_query
Couldn't find proc address for: glGetQueryObjectui64vARB
X..GL_ARB_debug_output not found
----- Initializing Render Shaders -----
While linking GLSL program 32 with vertexShader shadow.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

While linking GLSL program 33 with vertexShader shadow_skinned.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

----- Initializing Sound System ------
  0: Realtek HD Audio output
     2 channels, 44100 Hz
     Front Left and Front Right
     Default Console Device, Multimedia Device, Communications Device, and Game Device
  1: ATI HD Audio rear output
     2 channels, 44100 Hz
     Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
------- Initializing renderSystem --------
Updating texture filter parameters.
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 720
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
display device: 0
  DeviceName  : \\.\DISPLAY1
  DeviceString: ATI Radeon HD 4800 Series
  StateFlags  : 0x8000005
  DeviceID    : PCI\VEN_1002&DEV_9442&SUBSYS_22661787&REV_00
  DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Video\{94EC52A9-AE15-4D0A-8214-913592DA142C}\0000
      DeviceName  : \\.\DISPLAY1\Monitor0
      DeviceString: Plug and Play Monitor
      StateFlags  : 0x3
      DeviceID    : Monitor\VSCAF1E\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
      DeviceKey   : \Registry\Machine\System\CurrentControlSet\Control\Class\{4D36E96E-E325-11CE-BFC1-08002BE10318}\0003
          dmPosition.x      : 0
          dmPosition.y      : 0
          dmBitsPerPel      : 32
          dmPelsWidth       : 1280
          dmPelsHeight      : 720
          dmDisplayFlags    : 0x0
          dmDisplayFrequency: 60
idJointBuffer::MapBuffer: failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL



jmarshall23@Posted: Tue Oct 23, 2012 12:12 am :
Quote:
While linking GLSL program 32 with vertexShader shadow.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

While linking GLSL program 33 with vertexShader shadow_skinned.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

idJointBuffer::MapBuffer: failed


I would try updating your drivers.



Annorax@Posted: Tue Oct 23, 2012 12:21 am :
Thanks for the post. That was the first thing I tried. From Catalyst Control Center, here are my driver versions.

Code:
Driver Packaging Version   8.97.100.3-120703a-142837C-ATI   
Catalyst™ Version   12.6   
Provider   AMD.   
2D Driver Version   6.14.10.7267   
2D Driver File Path   System/CurrentControlSet/Control/Video/{94EC52A9-AE15-4D0A-8214-913592DA142C}/0000   
Direct3D Version   6.14.10.0911   
OpenGL Version   6.14.10.11653   
Catalyst™ Control Center Version   2012.0703.2356.41139   


I can't seem to find any newer drivers for 32 bit Windows XP.



jmarshall23@Posted: Tue Oct 23, 2012 1:00 am :
It's either the card or the drivers, I haven't touched XP in years but remember the general rule of thumb, ATI makes great cards, crappy drivers so it could be anything. Someone else might have something, but you should probably wait till the source code gets released for doom 3 bfg, than you'll be able to figure out exactly whats going on.



Annorax@Posted: Tue Oct 23, 2012 1:42 am :
Thanks again for the reply. The drivers seem as up to date as possible, and one day I will upgrade the card, but sadly not now. I don't mind playing games on low settings as long as they work, that's what I usually do anyway. :)

Maybe some future patch to the game will help me out. Has there been any word when the code would be released? Considering how new the game is I doubt it... I can't find anything about it.



The Happy Friar@Posted: Tue Oct 23, 2012 1:56 am :
Just looked @ D3 BFG's Steam requirements: Here's the *MIN* for GPU:
NVIDIA GeForce 9800 GT / ATI Radeon HD 5750, 512 MB video RAM

Looks like they took a big "F-U" to everyone who bought D3 originally. That would run on an ATI 9700 or Nvidia Series 3.

Glad I didn't buy it now (I'd assume it would run on whatever D3 would of).



jmarshall23@Posted: Tue Oct 23, 2012 4:02 am :
The Happy Friar wrote:
Just looked @ D3 BFG's Steam requirements: Here's the *MIN* for GPU:
NVIDIA GeForce 9800 GT / ATI Radeon HD 5750, 512 MB video RAM

Looks like they took a big "F-U" to everyone who bought D3 originally. That would run on an ATI 9700 or Nvidia Series 3.

Glad I didn't buy it now (I'd assume it would run on whatever D3 would of).


The only thing I can think of that would make D3 BFG require a higher end card is probably because of the GPU skinning, all the models in d3 do have a decent amount of joints, and lower end cards just don't support enough uniforms to support GPU skeletal animation, which was a huge bottleneck in the original codebase.



WickedShell@Posted: Tue Oct 23, 2012 6:35 am :
The Happy Friar wrote:
Just looked @ D3 BFG's Steam requirements: Here's the *MIN* for GPU:
NVIDIA GeForce 9800 GT / ATI Radeon HD 5750, 512 MB video RAM


That maybe the listed minimum, but I can report I get an easy 60FPS on a GeForce 9300M GS. I do think I saw a comment somewhere about needing OpenGL 3.2, not sure if that's the case or not, but just throwing out that the 9300M GS is fine, and I'm getting a better frame rate with D3:BFG then previous D3 binaries.



The Happy Friar@Posted: Tue Oct 23, 2012 1:04 pm :
It could be the ATI 4x series doesn't have something the 5x series does, that's why it's a min. Not sure, I just think it's kind of silly to say "increased performance!" but you make the requirements tech that came out ~7 years after the original game.



drill_sarge@Posted: Tue Oct 23, 2012 2:17 pm :
BFG edition doesn't officially support WindowsXP (not sure why), maybe it has something to do with that. You could at least try to update to Service Pack 3.

Since you have HD4000 card you can only use newer AMD legacy driver, which should come out soon.



WickedShell@Posted: Tue Oct 23, 2012 5:43 pm :
The Happy Friar wrote:
Not sure, I just think it's kind of silly to say "increased performance!" but you make the requirements tech that came out ~7 years after the original game.


Sadly it is actually increased performance, just that our usual subtext of increased performance is that algorithms were reworked to provide better performance on all platforms, while in this case it seems to be a bit of taking advantage of newer hardware features that weren't available at original release to get better performance. It's not that it's not the truth its just not what we expected. The listed minimum of GeForce 9800 GT, came out 4 years after Doom3 was released :/ IDK I do get improved performance on the same hardware compared to the previous release, but I do also hear your point about that only applying if your hardware could run BFG edition in the first place.

With regards to the original problem the best I can come up with is A) is using GLSL 3.3 with GL 3.2 valid? B) if you check with extension viewer do you actually have gl_ARB_map_buffer_range extension? Note: both of these points are just spit balling I don't know if they would actually help or shed light on anything :/


EDIT: Based on this GLIntercept from mh http://pastebin.com/pxKnZhLD you need glMapBufferRange, which is something I can't find at all in the OpenGL 3.2 Core or Compatibility profile documentation, looks like you need OpenGL 3.3 which I thought your driver would provide for you, but maybe not. I'd say see what the OpenGL extension viewer shows as available extensions and GL versions, might help answer the point.



Annorax@Posted: Wed Oct 24, 2012 12:23 am :
Using this program, I've found out the version of OpenGL that comes with the latest drivers: http://www.realtech-vr.com/glview/download.php

My version of OpenGL is 3.3. According to the viewer, I do see that I have "GL_ARB_map_buffer_range" checked along with these extensions... so I still don't know why it won't run. I seem to have everything it needs...?

Code:
<Extensions>GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_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_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression 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_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo 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_bindable_uniform 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_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod 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_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer</Extensions>



jmarshall23@Posted: Wed Oct 24, 2012 12:34 am :
The reason why its failing for you as I said before is its failing to compile one or more of the glsl programs for whatever reason, but as I stated before its more than likely has to do with the GPU skeletal stuff(your card doesn't have enough uniforms aval to do it properly).

Skeletal animation was a HUGE bottleneck in the original codebase it's no surprise by adding GPU skeletal support that there was a huge speed boost.

Quote:
if you check with extension viewer do you actually have gl_ARB_map_buffer_range extension? Note: both of these points are just spit balling I don't know if they would actually help or shed light on anything :/


He has all the required extensions but the <Invalid> after the linking glsl stuff is the part that I think is his problem.

Code:
While linking GLSL program 32 with vertexShader shadow.vp and fragmentShader <Invalid>
Vertex shader(s) linked.

While linking GLSL program 33 with vertexShader shadow_skinned.vp and fragmentShader <Invalid>
Vertex shader(s) linked.


ATI has nasty drivers, and your using Windows XP which makes your problem worse. Check out this http://forums.steampowered.com/forums/s ... ?t=1179196 , see if it helps you out. Off hand I would say your card is just fine because doom 3 bfg works on the 360 which isn't a dx10 level card, but on the flip side the 360 card has shared memory between the video card and everything else which makes uploads instantous almost. So I would really look at the drivers.



milospinkfloyd@Posted: Thu Nov 22, 2012 10:53 pm :
i have the same problem. would installing windows 7 will solve this? i have lattest drivers..



reckless@Posted: Thu Nov 22, 2012 11:31 pm :
Not if your card cant handle the extensions nessesary :( sadly ATI has been somewhat behind on the opengl driver support for there cards while there D3D support is top notch.



milospinkfloyd@Posted: Fri Nov 23, 2012 3:04 am :
is that mean that all people with hd4850 cant play d3 bfg??



reckless@Posted: Fri Nov 23, 2012 3:51 am :
It would be plausible but according to this site it should be able to run it
http://www.game-debate.com/games/index.php?g_id=4514&canMyGpuRunIt=Doom%203%20BFG%20Edition

Might just be a bug in the driver version you use (not the first time i seen that) strange non the less.



reckless@Posted: Fri Nov 23, 2012 4:09 am :
Hmm i see others had the same problem not only on ati :?: one thing that made it work for some user was lowering your desktop resolution (wtf) :shock:
Are you by chance running the steam version ?



motorsep@Posted: Fri Nov 23, 2012 4:13 am :
Turn off AA and see if that helps.



milospinkfloyd@Posted: Fri Nov 23, 2012 4:44 am :
no, i'm runing skid row version 8) i cant lower AA because i cant start game. hope next driver will fix this i'm not in hurry to play d3 bfg



BloodRayne@Posted: Fri Nov 23, 2012 7:33 am :
milospinkfloyd wrote:
no, i'm runing skid row version 8) i cant lower AA because i cant start game. hope next driver will fix this i'm not in hurry to play d3 bfg

Talking about, advertising or linking to illegal software will get you banned instantly.

Please don't... do.. that.



morrowind@Posted: Tue Jan 15, 2013 9:29 pm :
Im getting exactly the same thing. I have an R7850 PE so LOL at a 2004 game working but the "remastered" (basically the same thing) version doesn't.

I have XP SP3 on there.

What the hell is going on?
And why thell do they release this as a "remastered" version when they don't even include soft shadows and self-shadows (models casting shadows on themselves)

A patched 2004 Doom 3 looks better with the Sikmod. Also LOL at not having coop.

Only reason I got this is to use the Occulus Rift with it when it comes out.



reckless@Posted: Tue Jan 15, 2013 10:31 pm :
The extention it bitches about is the exact same other users have reported not working with my port on ATI's 4000 series and it seems they dropped support for those cards so i would not hold my breath that it will ever get fixed :( vanilla should be ok if you use a port that does not include mh's optimized VBO code though you have to use one of the older drivers (cant remember build but theres a post here somewhere about it).

Ill see if i can backport the old extention from vanilla for BFG that should atleast take care of the crash but you still need the older driver to avoid funny looking stuff.



motorsep@Posted: Tue Jan 15, 2013 10:39 pm :
morrowind wrote:
And why thell do they release this as a "remastered" version when they don't even include soft shadows and self-shadows (models casting shadows on themselves)


Because "remastered" doesn't mean "rewriting rendering engine". BFG still uses forward rendering and ID simply moved skinning and stencil shadows to GPU. It's the game's style, why change it?!

Self-shadowing is there, just disabled. There was a mod putting it back on, but it sucks. Can't enable it in BFG due to the way resources are authored.

I'd agree that ID messed up with PC gamers with BFG, but, I think they aimed at PS3 more than at any other platform. Willis even mentioned ~70million users on PS3 never tried Doom 3. Now they have tried it, and they liked it. So, there goes potential userbase for Doom 4 on PS3 :)



Sikkpin@Posted: Tue Jan 15, 2013 11:04 pm :
motorsep wrote:
...Willis even mentioned ~70million users on PS3 never tried Doom 3. Now they have tried it, and they liked it.

Doom 3 BFG sold ~70 million copies on the PS3? Damn!


:mrgreen: just being a smart ass.



motorsep@Posted: Tue Jan 15, 2013 11:20 pm :
Lol :)

http://www.vgchartz.com/article/250504/ ... rs-giants/

http://www.vgchartz.com/game/71022/doom-3-bfg-edition/

300k units sold total worldwide since launch (all platforms). Probably broke even. If Oculus Rift was released as planned, there would be more sales.



parsonsbear@Posted: Thu Jan 17, 2013 5:17 am :
The Oculus won't have a commercial release for quite some time- an install base 10k devkits wouldn't have changed much regarding BFG's sales.