[Harmattan]: GZDOOM start
Q3E initial context
OpenGL:
Format: 0x8888
MSAA: 0
Screen size: 1612 x 720
Variables:
Native library directory:
/data/app/~~vk9IvMlJ47kKlyqnZpW8fQ==/com.karin.idTech4Amn-
qkjl3aEMWWOgooByWaASbw==/lib/arm64
Redirect output to file: 1
No handle signals: 0
Using mouse: 0
Game data directory: /storage/emulated/0/IdTech4a 50/gzdoom
Application home directory:
/storage/emulated/0/Android/data/com.karin.idTech4Amn/files/diii4a/gzdoom
Refresh rate: 90
Smooth joystick: 1
Continue when missing OpenGL context: 0
Q3E callback
AudioTrack:
initAudio: 0x7acccb2418
writeAudio: 0x7acccb2528
shutdownAudio: 0x7acccb262c
Input:
grab_mouse: 0x7acccb3f78
pull_input_event: 0x7acccb402c
setup_smooth_joystick: 0x7acccb40f0
System:
attach_thread: 0x7acccb41a4
tmpfile: 0x7acccb4224
copy_to_clipboard: 0x7acccb3cf8
get_clipboard_text: 0x7acccb439c
open_keyboard: 0x7acccb44c8
close_keyboard: 0x7acccb458c
open_url: 0x7acccb4650
exit_finish: 0x7acccb4780
GUI:
show_toast: 0x7acccb3e4c
open_dialog: 0x7acccb4844
Other:
setState: 0x7acccb26fc
Q3E command line arguments: 9
0: /storage/emulated/0/IdTech4a
1: 50/gzdoom/game.arm
2: -iwad
3: DOOM2.WAD
4: -file
5: myhouse.pk3
6: +set
7: harm_gl_es
8: 4
[Harmattan]: GZDOOM main thread start.
[Q3E_JNI info]idTech4A++(arm64) game data directory: /storage/emulated/0/IdTech4a
50/gzdoom
GZDoom GZDoom is a feature centric port for all Doom engine games, based on ZDoom,
adding an OpenGL renderer and powerful scripting capabilities - Apr 28, 2024 - SDL
version
Compiled on Oct 28 2024
OS: Linux 5.10.209-android12-9-00021-g591df1b05194-ab12385099 on aarch64
GZDoom version GZDoom is a feature centric port for all Doom engine games, based on
ZDoom, adding an OpenGL renderer and powerful scripting capabilities
W_Init: Init WADfiles.
adding /storage/emulated/0/IdTech4a 50/gzdoom/gzdoom.pk3, 679 lumps
adding /storage/emulated/0/IdTech4a 50/gzdoom/game_support.pk3, 3308 lumps
adding ./DOOM2.WAD, 2919 lumps
adding /storage/emulated/0/IdTech4a 50/gzdoom/game_widescreen_gfx.pk3, 214 lumps
adding myhouse.pk3, 789 lumps
adding myhouse.pk3:20pam.wad, 49 lumps
adding myhouse.pk3:bloodfiend.wad, 121 lumps
adding myhouse.pk3:blot.wad, 38 lumps
adding myhouse.pk3:cerberus.wad, 173 lumps
adding myhouse.pk3:hellfish.wad, 68 lumps
adding myhouse.pk3:hf2nme.wad, 436 lumps
adding myhouse.pk3:house.wad, 6 lumps
adding myhouse.pk3:kd_smoke.wad, 7 lumps
adding myhouse.pk3:mirrorvile.wad, 184 lumps
adding myhouse.pk3:nightmare.wad, 60 lumps
adding myhouse.pk3:shadow.wad, 118 lumps
adding myhouse.pk3:shrek.wad, 14 lumps
adding myhouse.pk3:spfx.wad, 843 lumps
adding myhouse.pk3:stealer.wad, 42 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenSL
EFX enabled
Using video driver android surface view
Setup EGL display connection
Initializing OpenGL display
[Harmattan]: Request special EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth,
8 stencil display. samples 0 sample buffers 0.
[Harmattan]: Get EGL context num -> 4.
1 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 0 sample buffers 0.
2 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 4 sample buffers 1.
3 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 8 sample buffers 1.
4 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 16 sample buffers 1.
[Harmattan]: EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil
display. samples 0, sample buffers 0.
GL_VENDOR: ARM
GL_RENDERER: Mali-G57 MC2
GL_VERSION: OpenGL ES 3.2 v1.r32p1-01eac0.0a0b917d9265b4c01be9925306306139
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20
GL Version parsed = 3.000000
GL_MAX_TEXTURE_SIZE: 16383
GLES choosing mode: GLES_MODE_GLES
Resolution: 1612 x 720
I_Init: Setting up machine state.
I_Init: Setting up machine state.
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 358.49 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Test midi device: 4
fluidsynth patchset:
Using midi device: 4
----------------------------------------
MAP01 - my house
Test midi device: 4
fluidsynth patchset:
Using midi device: 4
A chainsaw! Find some meat!
Picked up a clip.
Picked up a clip.
Picked up a clip.
You got the shotgun!
You got the shotgun!
Picked up a clip.
Picked up a clip.
Picked up a clip.
Picked up a yellow keycard.
You got the shotgun!
Picked up a clip.
You got the shotgun!
Picked up a clip.
You got the shotgun!
Picked up a clip.
Player was shot by a sergeant.