doom 3 problems

edited December 2004 in Hardware
at first i got at the beggining all the screen whit, i had sound and a blue bar apeared
then i downloaded the video driver and all was ok
but then when i tryed to play i got this error
1754 MHz AMD CPU with MMX & 3DNow! & SSE
256 MB System Memory
128 MB Video Memory
Winsock Initialized
Hostname: FAMILIA-2
IP: 172.16.0.2
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
Initializing File System
Current search path:
C:\Archivos de programa\Doom 3/base
C:\Archivos de programa\Doom 3\base\pak005.pk4 (63 files)
C:\Archivos de programa\Doom 3\base\pak004.pk4 (5137 files)
C:\Archivos de programa\Doom 3\base\pak003.pk4 (4676 files)
C:\Archivos de programa\Doom 3\base\pak002.pk4 (6120 files)
C:\Archivos de programa\Doom 3\base\pak001.pk4 (8972 files)
C:\Archivos de programa\Doom 3\base\pak000.pk4 (2698 files)
C:\Archivos de programa\Doom 3\base\game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
file system initialized.

Initializing Decls


Initializing renderSystem
using ARB renderSystem
renderSystem initialized.
5151 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
couldn't exec DoomConfig.cfg
couldn't exec autoexec.cfg
5151 strings read from strings/english.lang
Initializing Sound System
sound system initialized.

R_InitOpenGL
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...calling CDS: ok
...created window @ 0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...attempting to use stereo
...PIXELFORMAT 10 selected
...creating GL context: succeeded
...making context current: succeeded

Input Initialization
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
sound: STEREO
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 2.000000
...using GL_1.4_texture_lod_bias
...using GL_EXT_shared_texture_palette
X..GL_EXT_texture3D not found
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
X..GL_EXT_stencil_two_side not found
X..GL_ATI_separate_stencil not found
X..GL_ATI_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
X..GL_ARB_fragment_program not found
X..EXT_depth_bounds_test not found
R_NV20_Init
Not available.
R200_Init
Not available.
R_ARB2_Init
Not available.
R_Exp_Init
Not available.
R_ReloadARBPrograms
glprogs/test.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 57, column 22: error: invalid texture coordinate reference
line 58, column 22: error: invalid texture coordinate reference
line 61, column 22: error: invalid texture coordinate reference
line 62, column 22: error: invalid texture coordinate reference
line 63, column 22: error: invalid texture coordinate reference
line 66, column 22: error: invalid texture coordinate reference
line 67, column 22: error: invalid texture coordinate reference
line 68, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 72, column 22: error: invalid texture coordinate reference
line 73, column 22: error: invalid texture coordinate reference
line 79, column 22: error: invalid texture coordinate reference
line 80, column 22: error: invalid texture coordinate reference
line 81, column 22: error: invalid texture coordinate reference

error at 1514:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# textures 4 takes the base coordinates by the texture matrix

MOV result.texcoord[4], defaultTexCoord;

DP4 result.texcoord[4].x, vertex.attrib[8], program.env[12];

DP4 result.texcoord[4].y, vertex.attrib[8], program.env[13];


# textures 5 takes the base coordinates by the texture matrix

MOV result.texcoord[5], defaultTexCoord;

DP4 result.texcoord[5].x, vertex.attrib[8], program.env[14];

DP4 result.texcoord[5].y, vertex.attrib[8], program.env[15];


# calculate vector to viewer in R0

SUB R0, program.env[5], vertex.position;


# put into texture space for TEX6

DP3 result.texcoord[6].x, vertex.attrib[9], R0;

DP3 result.texcoord[6].y, vertex.attrib[10], R0;

DP3 result.texcoord[6].z, vertex.attrib[11], R0;


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];

#SWZ result.color, R0, 1, 1, 1, 1;


ENDglprogs/test.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/interaction.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 57, column 22: error: invalid texture coordinate reference
line 58, column 22: error: invalid texture coordinate reference
line 61, column 22: error: invalid texture coordinate reference
line 62, column 22: error: invalid texture coordinate reference
line 63, column 22: error: invalid texture coordinate reference
line 66, column 22: error: invalid texture coordinate reference
line 67, column 22: error: invalid texture coordinate reference
line 68, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 72, column 22: error: invalid texture coordinate reference
line 73, column 22: error: invalid texture coordinate reference
line 93, column 22: error: invalid texture coordinate reference
line 94, column 22: error: invalid texture coordinate reference
line 95, column 22: error: invalid texture coordinate reference

error at 1514:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# textures 4 takes the base coordinates by the texture matrix

MOV result.texcoord[4], defaultTexCoord;

DP4 result.texcoord[4].x, vertex.attrib[8], program.env[12];

DP4 result.texcoord[4].y, vertex.attrib[8], program.env[13];


# textures 5 takes the base coordinates by the texture matrix

MOV result.texcoord[5], defaultTexCoord;

DP4 result.texcoord[5].x, vertex.attrib[8], program.env[14];

DP4 result.texcoord[5].y, vertex.attrib[8], program.env[15];


# texture 6's texcoords will be the halfangle in texture space


# calculate normalized vector to light in R0

SUB R0, program.env[4], vertex.position;

DP3 R1, R0, R0;

RSQ R1, R1.x;

MUL R0, R0, R1.x;


# calculate normalized vector to viewer in R1

SUB R1, program.env[5], vertex.position;

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[6].x, vertex.attrib[9], R0;

DP3 result.texcoord[6].y, vertex.attrib[10], R0;

DP3 result.texcoord[6].z, vertex.attrib[11], R0;


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];


ENDglprogs/interaction.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 38, column 22: error: invalid texture coordinate reference
line 39, column 22: error: invalid texture coordinate reference
line 40, column 22: error: invalid texture coordinate reference
line 43, column 22: error: invalid texture coordinate reference
line 44, column 22: error: invalid texture coordinate reference
line 45, column 22: error: invalid texture coordinate reference
line 48, column 22: error: invalid texture coordinate reference
line 49, column 22: error: invalid texture coordinate reference
line 50, column 22: error: invalid texture coordinate reference

error at 1078:
2].x, vertex.attrib[9], program.env[6];

DP3 result.texcoord[3].x, vertex.attrib[9], program.env[7];

DP3 result.texcoord[4].x, vertex.attrib[9], program.env[8];


# texture 3 gets the transformed tangent

DP3 result.texcoord[2].y, vertex.attrib[10], program.env[6];

DP3 result.texcoord[3].y, vertex.attrib[10], program.env[7];

DP3 result.texcoord[4].y, vertex.attrib[10], program.env[8];


# texture 4 gets the transformed tangent

DP3 result.texcoord[2].z, vertex.normal, program.env[6];

DP3 result.texcoord[3].z, vertex.normal, program.env[7];

DP3 result.texcoord[4].z, vertex.normal,program.env[8];


MOV result.color, vertex.color;


ENDglprogs/bumpyEnvironment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/ambientLight.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 65, column 22: error: invalid texture coordinate reference
line 66, column 22: error: invalid texture coordinate reference
line 69, column 22: error: invalid texture coordinate reference
line 70, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 74, column 22: error: invalid texture coordinate reference
line 75, column 22: error: invalid texture coordinate reference
line 76, column 22: error: invalid texture coordinate reference
line 79, column 22: error: invalid texture coordinate reference
line 80, column 22: error: invalid texture coordinate reference
line 81, column 22: error: invalid texture coordinate reference
line 84, column 22: error: invalid texture coordinate reference
line 85, column 22: error: invalid texture coordinate reference
line 86, column 22: error: invalid texture coordinate reference

error at 1963:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# put into texture space

DP3 result.texcoord[4].x, vertex.attrib[9], program.env[20];

DP3 result.texcoord[4].y, vertex.attrib[10], program.env[20];

DP3 result.texcoord[4].z, vertex.attrib[11], program.env[20];


# put into texture space

DP3 result.texcoord[5].x, vertex.attrib[9], program.env[21];

DP3 result.texcoord[5].y, vertex.attrib[10], program.env[21];

DP3 result.texcoord[5].z, vertex.attrib[11], program.env[21];


# put into texture space

DP3 result.texcoord[6].x, vertex.attrib[9], program.env[22];

DP3 result.texcoord[6].y, vertex.attrib[10], program.env[22];

DP3 result.texcoord[6].z, vertex.attrib[11], program.env[22];


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];


ENDglprogs/ambientLight.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/shadow.vp
glprogs/R200_interaction.vp
GL_PROGRAM_ERROR_STRING_ARB: line 56, column 22: error: invalid texture coordinate reference
line 57, column 22: error: invalid texture coordinate reference
line 58, column 22: error: invalid texture coordinate reference
line 61, column 22: error: invalid texture coordinate reference
line 62, column 22: error: invalid texture coordinate reference
line 63, column 22: error: invalid texture coordinate reference
line 83, column 22: error: invalid texture coordinate reference
line 84, column 22: error: invalid texture coordinate reference
line 85, column 22: error: invalid texture coordinate reference
line 88, column 22: error: invalid texture coordinate reference
line 89, column 22: error: invalid texture coordinate reference
line 90, column 22: error: invalid texture coordinate reference

error at 1658:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.texcoord[0], program.env[10];

DP4 result.texcoord[2].y, vertex.texcoord[0], program.env[11];


# textures 3 takes the base coordinates by the texture matrix

MOV result.texcoord[3], defaultTexCoord;

DP4 result.texcoord[3].x, vertex.texcoord[0], program.env[12];

DP4 result.texcoord[3].y, vertex.texcoord[0], program.env[13];


# texture 4's texcoords will be the halfangle in tangent space


# calculate normalized vector to light in R0

SUB lightDir, program.env[4], vertex.position;

DP3 R1, lightDir, lightDir;

RSQ R1, R1.x;

MUL R0, lightDir, R1.x;


# calculate normalized vector to viewer in R1

SUB R1, program.env[5], vertex.position;

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[4].x, vertex.texcoord[1], R0;

DP3 result.texcoord[4].y, vertex.texcoord[2], R0;

DP3 result.texcoord[4].z, vertex.texcoord[3], R0;


# texture 5's texcoords will be the unnormalized lightDir in tangent space

DP3 result.texcoord[5].x, vertex.texcoord[1], lightDir;

DP3 result.texcoord[5].y, vertex.texcoord[2], lightDir;

DP3 result.texcoord[5].z, vertex.texcoord[3], lightDir;


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];


ENDglprogs/nv20_bumpAndLight.vp
GL_PROGRAM_ERROR_STRING_ARB: line 30, column 43: error: invalid texture coordinate reference
line 31, column 43: error: invalid texture coordinate reference
line 38, column 21: error: invalid texture coordinate reference
line 39, column 21: error: invalid texture coordinate reference
line 42, column 21: error: invalid texture coordinate reference
line 43, column 21: error: invalid texture coordinate reference
line 44, column 21: error: invalid texture coordinate reference

error at 690:
2], R0;

DP3 result.texcoord[0].z, vertex.texcoord[3], R0;


# textures 1 takes the base coordinates by the texture matrix

DP4 result.texcoord[1].x, vertex.texcoord[0], program.env[10];

DP4 result.texcoord[1].y, vertex.texcoord[0], program.env[11];


# texture 2 has one texgen and a constant

MOV result.texcoord[2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


ENDglprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
GL_PROGRAM_ERROR_STRING_ARB: line 29, column 21: error: invalid texture coordinate reference
line 30, column 21: error: invalid texture coordinate reference
line 51, column 44: error: invalid texture coordinate reference
line 52, column 44: error: invalid texture coordinate reference
line 55, column 21: error: invalid texture coordinate reference
line 56, column 21: error: invalid texture coordinate reference
line 57, column 21: error: invalid texture coordinate reference

error at 789:
2].x, vertex.texcoord[0], program.env[14];

DP4 result.texcoord[2].y, vertex.texcoord[0], program.env[15];


# texture 0's texcoords will be the halfangle in texture space


# calculate normalized vector to light in R0

ADD R0, -vertex.position, program.env[4];

DP3 R1, R0, R0;

RSQ R1, R1.x;

MUL R0, R0, R1.x;


# calculate normalized vector to viewer in R1

ADD R1, -vertex.position, program.env[5];

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[0].x, vertex.texcoord[1], R0;

DP3 result.texcoord[0].y, vertex.texcoord[2], R0;

DP3 result.texcoord[0].z, vertex.texcoord[3], R0;


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# copy color

MOV result.color, vertex.color;


ENDglprogs/nv20_diffuseAndSpecularColor.vp
GL_PROGRAM_ERROR_STRING_ARB: line 27, column 21: error: invalid texture coordinate reference
line 28, column 21: error: invalid texture coordinate reference
line 30, column 21: error: invalid texture coordinate reference
line 31, column 21: error: invalid texture coordinate reference
line 52, column 44: error: invalid texture coordinate reference
line 53, column 44: error: invalid texture coordinate reference

error at 670:
2].x, vertex.texcoord[0], program.env[12];

DP4 result.texcoord[2].y, vertex.texcoord[0], program.env[13];


DP4 result.texcoord[3].x, vertex.texcoord[0], program.env[14];

DP4 result.texcoord[3].y, vertex.texcoord[0], program.env[15];


# texture 0's texcoords will be the halfangle in texture space


# calculate normalized vector to light in R0

ADD R0, -vertex.position, program.env[4];

DP3 R1, R0, R0;

RSQ R1, R1.x;

MUL R0, R0, R1.x;


# calculate normalized vector to viewer in R1

ADD R1, -vertex.position, program.env[5];

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[0].x, vertex.texcoord[1], R0;

DP3 result.texcoord[0].y, vertex.texcoord[2], R0;

DP3 result.texcoord[0].z, vertex.texcoord[3], R0;


# copy color

MOV result.color, vertex.color;


ENDglprogs/environment.vfp
glprogs/environment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
using ARB_vertex_buffer_object memory
using NV10 renderSystem
found DLL in pak file: C:\Archivos de programa\Doom 3\base\game00.pk4/gamex86.dll
copy gamex86.dll to C:\Archivos de programa\Doom 3\base\gamex86.dll
********************
ERROR: wrong game DLL API version
********************
Error during initialization
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

i know its very big but plz guys try to help me so i kno what to do

Comments

  • verselloversello New
    edited October 2004
    What kind of gfx card do you have and operating system?
  • edited October 2004
    By any chance are you using a downloaded/cracked illegal copy of Doom 3? That would be my first guess. ANd if so, all I have to say is I'm glad it doesn't work. Shell out the 50 bucks and buy a legit copy, because if everyone just stole games, ID and other software companies would be out of business and there would be NO games at all.

    Of course those comments are if you are only using an illegal copy of course. Your error just seems really fishy to me and strange for a legit copy of doom.
  • edited October 2004
    i think it may be somehing with your video card...either that or, do you have windows xp? whats the brand of ur video card?
  • edited October 2004
    i got windows xp video = geforce mx400 128 mram
    and no, that i know it isnt an ilegal copy
  • edited October 2004
    mx4000 i meant
  • edited October 2004
    davex wrote:
    5151 strings read from strings/english.lang
    Couldn't open journal files
    execing editor.cfg
    execing default.cfg
    couldn't exec DoomConfig.cfg
    couldn't exec autoexec.cfg
    5151 strings read from strings/english.lang
    Initializing Sound System
    sound system initialized.

    I am no programing guru but I know if Config and autoexec files don't run properly you will have a problem.
    Why these files don't run properly I don't know, my best bet is that there was a problem during instalation?
    Have you tried reinstalling?
    BTW What is the minimum system requirements for Doom3?
  • SSR_06SSR_06 Iowa
    edited October 2004
    he has enough power to run doom 3. i ran doom3 on a xp2000+ with a geforce mx440se. so he has enough power to run doom 3.
  • kanezfankanezfan sunny south florida Icrontian
    edited October 2004
    get the cracked exe, bet it works then. there's been a lot of problems with doom 3 because of the copy protection they used.
  • edited October 2004
    I don't know, but to me it still all seems "fishy". I mean he wrote "and no, that i know it isnt an ilegal copy". That to me doesn't sound like an answer someone would write if they had bought a legit copy.

    To me that sounds like they got a copy from a friend, or downloaded a copy and are trying to play it off like it was legit. I mean if you bought a real copy in the store, would you respond "and no, that i know it isnt an ilegal copy" ?? Hell no you wouldn't. You would say something like "unless XXXX store is selling illegal copies in the box, then no it isn't illegal".

    Sorry, I just get pissed off with people who pirate games. Maybe because I have friends in the games industry, who knows. It just pisses me off. If everybody pirated games, there would be NO new games coming out.

    So seriously, go to the fucking store and buy a copy of the game. And if you honestly already did that, why don't you email ID and the creators of the game and ask them? The fact you come here and your first post to the forum is this, really leads me to believe you're using an illegal copy, and that just pisses me off.
  • HeathyHeathy UK[Wales]
    edited October 2004
    ok see this is a pic (attachment) of what my doom 3 is doing to me

    my comp spec follows:

    p4 2.8
    512mb ram
    128mb radeon 9200 series
    win xp home edition sp1 i think i might have sp2 also if that makes any differnce

    if you cant notice the colors its crazy and dosnt fade it just changes and flikkers on everything

    i only run the game on meduim spec graphics for better performance.

    anyone get a similar prob or know what can be done?

    BTW Davex m8 i think you might need to patch your doom or summit cos the log you show is saying that it cant find certain textures or they arent propely addressed this bug is actually in the original version of the game and wasnt fixed befor release i think it voids over 5000 textures or summit stupid like that...anyways a mod i use>> (well the name i have for the file is ZZ-DEditCleanMatsV2 ) it recoordinates the textures i use it for mapping as half the textures arent loaded into the editor. hope this helps patching might also work :S
  • edited October 2004
    Lianad wrote:
    I don't know, but to me it still all seems "fishy". I mean he wrote "and no, that i know it isnt an ilegal copy". That to me doesn't sound like an answer someone would write if they had bought a legit copy.

    To me that sounds like they got a copy from a friend, or downloaded a copy and are trying to play it off like it was legit. I mean if you bought a real copy in the store, would you respond "and no, that i know it isnt an ilegal copy" ?? Hell no you wouldn't. You would say something like "unless XXXX store is selling illegal copies in the box, then no it isn't illegal".

    Sorry, I just get pissed off with people who pirate games. Maybe because I have friends in the games industry, who knows. It just pisses me off. If everybody pirated games, there would be NO new games coming out.

    So seriously, go to the fucking store and buy a copy of the game. And if you honestly already did that, why don't you email ID and the creators of the game and ask them? The fact you come here and your first post to the forum is this, really leads me to believe you're using an illegal copy, and that just pisses me off.


    PLZ you need a brake!

    Isn't there something callled "until proven guilty" where you come from?
    Not everybody that encounters problems with software uses warez copies!
    So until he admitts being guilty lets assume that his problems are legit and do our very best to solve his problem!
  • edited October 2004
    Heathy, to me your picture looks like you have your graphics card overclocked and it can't handle it. I got images like that in the past when I overclocked my gfx card. Thats the only thing I can think of right now.

    And thesittingduck, I was ranting about people who pirate games in general, did you not notice the lines where I wrote "if you did buy it why don't you email or call id ?". It just irked me that his response to me asking if he bought a legit copy was "as far as I know it isnt illegal" That just doesn't sound like an answer someone would give if it was bought thats all.

    I just went off on a rant about it in general because it pisses me off thats all. If he bought the game legit I have no problems with him, and think he will get the best support if he just contacts the company who made the game.
  • kanezfankanezfan sunny south florida Icrontian
    edited October 2004
    your gfx card is dying. my ti 4600 did that for about a month in games, then in windows too. time for an upgrade. or maybe it is your OC.
  • HeathyHeathy UK[Wales]
    edited October 2004
    Ive only had my comp for about 4 months its brand new (basically not marketly:S if thats a word)

    the make is emachines which could ammount to summit but i just thought it needs a reinstall ill have to try when i get round to finding my disk 2

    or failing that it could be my gfx settings or summit ill have to keep fiddling

    ' never let your lil bro get hold of your games ' words of wisdom
  • edited October 2004
    Doubt this is hardware related...
    Your best option so far is finding that second disk and reinstalling.
  • kanezfankanezfan sunny south florida Icrontian
    edited October 2004
    re-install? why? this has nothing to do with windows or doom 3. i'm telling you that your vid card is going to die. my vid card did exactly the same thing.
  • SSR_06SSR_06 Iowa
    edited October 2004
    yea, it IS hardware related. that usually happens if you videocard is overclocked too much or its about to die.
  • edited October 2004
    I stand corrected. I didn't read the post properly... and I didn't load the pic.
    Yes you are right, this is hardware related.
    You are not by any chance OC'ing your GPU?
  • HeathyHeathy UK[Wales]
    edited October 2004
    its ok guys i just needed to restart my comp i looked at my net time connected and it was on 49 hours 7 mins and so many seconds

    it must have been quite warm lol

    i guess if anyone gets the same thing ask them if they've restarted the comp yet

    oops
  • kanezfankanezfan sunny south florida Icrontian
    edited October 2004
    just restarting it won't fix the problem if it is a heat issue. you should poke around inside your computer and see if there isn't a lot of dust in there. also check to see if the fan on your vid card is spinning or not.
  • HeathyHeathy UK[Wales]
    edited October 2004
    i will do
    i just dont want to void my warranty

    thx :)
  • edited December 2004
    can someone help........
    I getthis error when i try to start Doom 3
    i assume its my card but its a Nvidia GForce FX 5600 XT shouldnt that work


    3207 MHz Intel CPU with MMX & SSE & SSE2 & HTT
    1024 MB System Memory
    128 MB Video Memory
    Winsock Initialized
    Hostname: spiller-qc6dgqh
    IP: 0.1.0.5
    IP: 82.122.242.55
    doom using MMX & SSE & SSE2 for SIMD processing
    enabled Flush-To-Zero mode
    enabled Denormals-Are-Zero mode
    Initializing File System
    Current search path:
    C:\Program Files\Doom 3/base
    C:\Program Files\Doom 3\base\pak004.pk4 (5137 files)
    C:\Program Files\Doom 3\base\pak003.pk4 (4676 files)
    C:\Program Files\Doom 3\base\pak002.pk4 (6120 files)
    C:\Program Files\Doom 3\base\pak001.pk4 (8972 files)
    C:\Program Files\Doom 3\base\pak000.pk4 (2698 files)
    C:\Program Files\Doom 3\base\game00.pk4 (2 files)
    game DLL: 0x0 in pak: 0x0
    file system initialized.

    Initializing Decls


    Initializing renderSystem
    using ARB renderSystem
    renderSystem initialized.
    4966 strings read from strings/english.lang
    Couldn't open journal files
    execing editor.cfg
    execing default.cfg
    couldn't exec DoomConfig.cfg
    couldn't exec autoexec.cfg
    4966 strings read from strings/english.lang
    Initializing Sound System
    sound system initialized.

    R_InitOpenGL
    Initializing OpenGL subsystem
    ...registered window class
    ...registered fake window class
    ...initializing QGL
    ...calling LoadLibrary( 'opengl32' ): succeeded
    Couldn't find proc address for: wglGetExtensionsStringARB
    Couldn't find proc address for: wglSwapIntervalEXT
    Couldn't find proc address for: wglGetPixelFormatAttribivARB
    Couldn't find proc address for: wglGetPixelFormatAttribfvARB
    Couldn't find proc address for: wglChoosePixelFormatARB
    Couldn't find proc address for: wglCreatePbufferARB
    Couldn't find proc address for: wglGetPbufferDCARB
    Couldn't find proc address for: wglReleasePbufferDCARB
    Couldn't find proc address for: wglDestroyPbufferARB
    Couldn't find proc address for: wglQueryPbufferARB
    Couldn't find proc address for: wglBindTexImageARB
    Couldn't find proc address for: wglReleaseTexImageARB
    Couldn't find proc address for: wglSetPbufferAttribARB
    ...calling CDS: ok
    ...created window @ 0,0 (640x480)
    Initializing OpenGL driver
    ...getting DC: succeeded
    ...attempting to use stereo
    ...PIXELFORMAT 7 selected
    ...creating GL context: succeeded
    ...making context current: succeeded
    Couldn't find proc address for: wglGetExtensionsStringARB
    Couldn't find proc address for: wglSwapIntervalEXT
    Couldn't find proc address for: wglGetPixelFormatAttribivARB
    Couldn't find proc address for: wglGetPixelFormatAttribfvARB
    Couldn't find proc address for: wglChoosePixelFormatARB
    Couldn't find proc address for: wglCreatePbufferARB
    Couldn't find proc address for: wglGetPbufferDCARB
    Couldn't find proc address for: wglReleasePbufferDCARB
    Couldn't find proc address for: wglDestroyPbufferARB
    Couldn't find proc address for: wglQueryPbufferARB
    Couldn't find proc address for: wglBindTexImageARB
    Couldn't find proc address for: wglReleaseTexImageARB
    Couldn't find proc address for: wglSetPbufferAttribARB

    Input Initialization
    Initializing DirectInput...
    mouse: DirectInput initialized.
    keyboard: DirectInput initialized.
    sound: STEREO
    X..GL_ARB_multitexture not found
    X..GL_ARB_texture_env_combine not found
    X..GL_ARB_texture_cube_map not found
    X..GL_ARB_texture_env_dot3 not found
    X..GL_ARB_texture_env_add not found
    X..GL_ARB_texture_non_power_of_two not found
    X..GL_ARB_texture_compression not found
    X..GL_EXT_texture_filter_anisotropic not found
    X..GL_EXT_texture_lod not found
    X..GL_1.4_texture_lod_bias not found
    X..GL_EXT_shared_texture_palette not found
    X..GL_EXT_texture3D not found
    X..GL_EXT_stencil_wrap not found
    X..GL_NV_register_combiners not found
    X..GL_EXT_stencil_two_side not found
    X..GL_ATI_separate_stencil not found
    X..GL_ATI_fragment_shader not found
    X..GL_ARB_vertex_buffer_object not found
    X..GL_ARB_vertex_program not found
    X..GL_ARB_fragment_program not found
    ********************
    ERROR: The current video card / driver combination does not support the necessary features
    ********************
    Error during initialization
    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
  • kanezfankanezfan sunny south florida Icrontian
    edited December 2004
    yeah, find the cracked exe. seriously, i'm not kidding. there's some wird copy protection that a lot of people have problems with on doom 3 and they only ever got the game to work by using the craked exe.
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