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probleme Doom3 (openGL ? )

Forum FPS / Action / Quake-Like : probleme Doom3 (openGL ? )

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Bon je refait ce topic car apparament lautre ne respectait pas car je saluais et remercier les gens en grand mais bon tampis, donc j'ai un probleme avec doom 3 car au demarage il coupe rapidement et mafiche:

Citation :

2390 MHz Intel CPU with MMX & SSE & SSE2
512 MB System Memory
64 MB Video Memory
Winsock Initialized
Hostname: sn4173387317
IP: 81.51.130.174
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\zpak000.pk4 (961 files)
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 -----
------------------------------
Detected
2.39 GHz CPU
512 MB of System memory
64 MB of Video memory on an optimal video architecture

This system qualifies for Low quality.
------- 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
"" isn't a valid key
couldn't exec DoomConfig.cfg
couldn't exec autoexec.cfg
4967 strings read from strings/french.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:\Program Files\Doom 3\base\game00.pk4/gamex86.dll
copy gamex86.dll to C:\Program Files\Doom 3\base\gamex86.dll
could not create destination file
********************
ERROR: DLL extraction to fs_savepath failed

********************
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



Donc ca a surement un rapport avec l' openGL. Il faudrait le mettre a jour, mes comment ?
J'ai une geforce4 MX440 mise a jour.
Pourriez vous m'aidez.
Merci

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Déjà moi j'ai un Atlhon 2400+ , 768 RAM , et la GeForce 4 MX 440 SE , le jeu est injouable , je tourne a 5 FPS lol , meme en metant tout en low et en 800*600 , donc pour moi meme si tu résolues ce pb tu ne pourras pas jouer avec ta carte graph :-?

Répondre à NzO@idn

sinon au niveau de la mise a jour de l'openGL vous savez comment on fait ?

Répondre à Ramdoman

Si il vous plait aidez moi. j'ai vraiment vbesoin d'aide.

Répondre à Ramdoman

mise ajour de l'openGL je ne pense pas que cela existe par contre tu peux réinstaller ta carte graphique car g eu exactement la mm chose que toi. Tu desinstalle te carte ensuite tu la réinstalle et met a jour les drivers de ta carte , ceci dit je ne pense pas que DOOM 3 tournera correctement avec une config pareil :-? (je ne me moque pas du tt mais DOOM 3 est tres gourmand question graphisme :pint:)

Répondre à benixkiller
Tom's Guide > Forum > FPS / Action / Quake-Like > probleme Doom3 (openGL ? )
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