
prboom v2.2.4 (http://prboom.sourceforge.net/)
Z_Init : Allocated 16256Kb zone memory
 found d:\andre\prg\prboom-2.2.4\VISUALC6\DebugGL/doom2.wad
IWAD found: d:\andre\prg\prboom-2.2.4\VISUALC6\DebugGL/doom2.wad
PrBoom (built Jun 16 2004), playing: DOOM 2: Hell on Earth
PrBoom is released under the GNU General Public license v2.0.
You are welcome to redistribute it under certain conditions.
It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.
M_LoadDefaults: Load system defaults.
 default file: d:\andre\prg\prboom-2.2.4\VISUALC6\DebugGL/glboom.cfg
I_SetRes: Using resolution 320x200
V_Init: allocate screens.
D_InitNetGame: Checking for network game.
W_Init: Init WADfiles.
 adding d:\andre\prg\prboom-2.2.4\VISUALC6\DebugGL/doom2.wad
 adding D:\andre\prg\prboom-2.2.4\VISUALC6\DebugGL\aa.wad

M_Init: Init miscellaneous info.
R_Init: Init DOOM refresh daemon - 
R_InitData: Textures Flats Sprites 
R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables 
P_Init: Init Playloop state.
I_Init: Setting up machine state.
I_InitSound:  configured audio device with 1024 samples/slice
I_InitSound: sound module ready
S_Init: Setting up sound.
S_Init: default sfx volume 8
HU_Init: Setting up heads up display.
I_InitGraphics: 320x200
I_UpdateVideoMode: 320x200 (nofullscreen)
SDL OpenGL PixelFormat:
    SDL_GL_RED_SIZE: 8
    SDL_GL_GREEN_SIZE: 8
    SDL_GL_BLUE_SIZE: 8
    SDL_GL_STENCIL_SIZE: 0
    SDL_GL_ACCUM_RED_SIZE: 16
    SDL_GL_ACCUM_GREEN_SIZE: 16
    SDL_GL_ACCUM_BLUE_SIZE: 16
    SDL_GL_ACCUM_ALPHA_SIZE: 16
    SDL_GL_DOUBLEBUFFER: 1
    SDL_GL_BUFFER_SIZE: 32
    SDL_GL_DEPTH_SIZE: 16
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce2 MX/AGP/SSE
GL_VERSION: 1.4.1
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NVX_ycrcb GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
GL_MAX_TEXTURE_SIZE=2048
Using GL_LINEAR for textures.
Using texture format GL_RGB5_A1.
ST_Init: Init status bar.
Using normal BSP nodes!
Sector 1 has no toptextures
Sector 1 has no bottomtextures
I_ShutdownMusic: removing doom.tmp
I_ShutdownSound: 
W_ReportLocks:
Lump     Size   Locks  Tics
 CRBRICK    272  1      663
   CRTAN    256  1      663
  CRGRAY    256  1      663
 CRGREEN    256  1      663
 CRBROWN    256  1      663
  CRGOLD    256  1      663
   CRRED    256  1      663
  CRBLUE    256  1      663
 CRBLUE2    256  1      663
CRORANGE    256  1      663
CRYELLOW    256  1      663
COLORMAP   8704  1      663
D_RUNNIN  30206  1      663
DSKNTDTH   7100  1        0
  REJECT      1  1      663
WATERMAP   8704  1      663

                                                                                 ############################################################################    #                   B O O M - a DOOM engine modification                   ###  #           Designed, implemented and presented to you by TeamTNT          # #  ############################################################################ #  #                                                                          # #  # This is the Phase I release of the BOOM executable, a DOOM source code   ###  # modification by TeamTNT.  Please review the text files for information   # #  # about how to play with and edit for the new engine features.             # #  #                                                                          # #  #             (C) Copyright 1998, TeamTNT - All rights reserved            # #  # ######################################################################## # #  # #                                                                      # # #  # #                           Thanks for playing!                        # # #  # #                                                                      # # #  # ######################################################################## # #  #    DOOM is Copyright (C) id Software and the source is modified with     # #  #      their permission based on the public release in December 1997.      # #  #                                                                          # #  #           Keep up with TeamTNT goings on.  See our web page at:          # #  #                         <http://www.teamtnt.com>                         # #  #                                                                          # #  ############################################################################ #    ############################################################################ 