Bug #1036
Automatic game selection failed. No Registered Games.
100%
Description
Hello,
whatever the game I select, dommsday give me a console with this log:
$ doomsday
Dir::ChangeWorkDir: Succeeded: /home/legluondunet/.doomsday/runtime/
Executable: Doomsday Engine 1.9.8 [#493] (Candidate 32-bit) May 7 2012 12:15:08.
Sys_InitWindowManager: Using Qt window management.
Initializing plugins...
Starting LegacyCore event loop...
I_InitJoystick: No joysticks found
OpenGL information:
Vendor: NVIDIA Corporation
Renderer: GeForce 8800 GT/PCI/SSE2
Version: 3.3.0 NVIDIA 275.43
Available Compressed Texture Formats: 3
Available Texture Units: 4
Maximum Texture Anisotropy: 16
Maximum Texture Size: 8192
Line Width Granularity: 0.1
Line Width Range: 0.5...10.0
Extensions:
GL_ARB_blend_func_extended GL_ARB_color_buffer_float
GL_ARB_compatibility GL_ARB_copy_buffer
GL_ARB_depth_buffer_float GL_ARB_depth_clamp
GL_ARB_depth_texture GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vert GL_ARB_draw_instanced
GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_locatio
GL_ARB_fragment_coord_conventi 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_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_robustness
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_shading_language_100
GL_ARB_shading_language_includ GL_ARB_shadow
GL_ARB_sync GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object GL_ARB_texture_compression
GL_ARB_texture_compression_rgt GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3
GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample GL_ARB_texture_non_power_of_tw
GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle
GL_ARB_timer_query 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_ GL_ARB_viewport_array
GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_S3_s3tc GL_EXT_texture_env_add
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_Cg_shader
GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_form GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
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_shader_objects
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt
GL_EXT_texture_compression_lat GL_EXT_texture_compression_rgt
GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro
GL_EXT_texture_format_BGRA8888 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_shared_exponent GL_EXT_texture_sRGB
GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10
GL_EXT_timer_query GL_EXT_vertex_array
GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object
GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region GL_NV_alpha_test
GL_NV_blend_minmax GL_NV_blend_square
GL_NV_complex_primitives GL_NV_conditional_render
GL_NV_copy_depth_to_color GL_NV_copy_image
GL_NV_depth_buffer_float GL_NV_depth_clamp
GL_NV_explicit_multisample GL_NV_fbo_color_attachments
GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragdepth
GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_framebuffer_multisample_
GL_NV_geometry_shader4 GL_NV_gpu_program4
GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_coverage GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
GL_NV_path_rendering GL_NV_pixel_data_range
GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_shader_buffer_load GL_NV_texgen_reflection
GL_NV_texture_barrier GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_lod_clamp GL_NV_texture_multisample
GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_transform_feedback GL_NV_vdpau_interop
GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_buffer_unified_me GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NVX_conditional_render GL_NVX_gpu_memory_info
GL_OES_depth24 GL_OES_depth32
GL_OES_depth_texture GL_OES_element_index_uint
GL_OES_fbo_render_mipmap GL_OES_get_program_binary
GL_OES_mapbuffer GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8 GL_OES_standard_derivatives
GL_OES_texture_3D GL_OES_texture_float
GL_OES_texture_float_linear GL_OES_texture_half_float
GL_OES_texture_half_float_line GL_OES_texture_npot
GL_OES_vertex_array_object GL_OES_vertex_half_float
GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow
GL_SUN_slice_accum
Initializing Render subsystem...
Setting up platform state...
CallbackThread: CallbackThread(0x8a8ebf0) created.
FMOD Sound System (c) Firelight Technologies Pty, Ltd., 1994-2012.
Initializing Resource subsystem...
Initializing Binding subsystem...
Initializing InFine subsystem...
Initializing UI subsystem...
Canvas: Gained focus.
CallbackThread: CallbackThread(0x8aeeb20) created.
CallbackThread: CallbackThread(0x8a8ebf0) deleted.
CallbackThread: CallbackThread(0x8a8e1b8) created.
CallbackThread: CallbackThread(0x8aeeb20) deleted.
CallbackThread: CallbackThread(0x8a8e1b8) deleted.
Parsing definition files...
Definitions:
1 finales
4 materials
Automatic game selection failed.
No Registered Games.
Event loop exited with code 0.
Shutting down the console...
Z_Shutdown: Used 1 volumes, total 33554432 bytes.
Restoring original display mode due to shutdown.
Canvas: Lost focus.
Thanks for your help
History
#1 Updated by skyjake over 12 years ago
Where are your IWAD files, and how are you telling Doomsday about it?
Your options basically are:
- on the command line with iwad (see man page) environment variable DOOMWADDIR/DOOMWADPATH
- (upcoming in 1.9.8) "iwaddir" in /etc/doomsday/paths or ~/.doomsday/paths
#2 Updated by danij over 12 years ago
The log message "No Registered Games" implies that your game plugins aren't being installed/found. Subsequently the engine has no games to choose from during startup and that is why you are presented with the in-game console.
Please check your installation, ensuring that the game plugins are being built correctly and are present in the your library dir.
Closing as this doesn't appear to be a bug (its a support issue).
#3 Updated by legluondunet about 11 years ago
I just tried the Doomsday Engine 1.9.8 [#493] (Candidate 32-bit) for Windows, with Wine, no problem.