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 13 years ago
    Updated by skyjake over 13 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 13 years ago
    Updated by danij over 13 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 12 years ago
    Updated by legluondunet about 12 years ago
    
    I just tried the Doomsday Engine 1.9.8 [#493] (Candidate 32-bit) for Windows, with Wine, no problem.