RUNNING WITH RIFLES http://www.runningwithrifles.com/phpBB3/ |
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[Fixed] Ogre Exception on startup http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=166 |
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Author: | Matt_S [ Wed Aug 24, 2011 4:38 am ] |
Post subject: | [Fixed] Ogre Exception on startup |
Attachment: error.jpg [ 23.13 KiB | Viewed 31849 times ] It crashes after that. This happens back in version 0.3 as well. My graphics card is an ATI Radeon X1200, which is supposed to support pixel shader 2.0. I downloaded and installed the latest version of DirectX 9 and updated the drivers for my graphics card, but it still gives that error. And so I come here for support. |
Author: | pasik [ Wed Aug 24, 2011 7:10 am ] |
Post subject: | Re: Ogre Exception on startup |
It looks like the ambient occlusion shader may be over your graphics card, even if it is SM2. Too bad there's no way to disable it outside the game. There seems to have been a similar problem with another Ogre3D based application (Proun, you might know it if you follow the indie gaming scene), http://www.ogre3d.org/forums/viewtopic.php?f=2&t=65372, though that's about SM3 shaders. The outcome of the discussion is that "I'll repeat, the X1000 are crap", but the problem can be anyway solved by providing a simplified/modified shader. I'll look into it later today, and I'll provide an update for you to try. I'll let you know when it's ready. |
Author: | pasik [ Wed Aug 24, 2011 5:33 pm ] |
Post subject: | Re: Ogre Exception on startup |
This isn't the best of solutions, but it's the only thing that I could come up with quickly. Could you try this http://www.modulaatio.com/runningwithrifles/running_with_rifles_alpha_0.351_install.exe? It should prevent ATI Radeon X1xxx from using the post processing shader and allow you to play the game. I'll try to optimize/fix the shader later, I would need a Radeon X1xxx myself to be able to test it, or someone who's willing to test anything I cook up. Let me know if 0.351 works. |
Author: | Matt_S [ Thu Aug 25, 2011 12:41 am ] |
Post subject: | Re: Ogre Exception on startup |
That version works like a charm. I'd just like to say that you're awesome. I'd be happy to test any other fixes for this that you come up with. |
Author: | Phelanpt [ Sat Sep 24, 2011 4:12 pm ] |
Post subject: | Re: Ogre Exception on startup |
I still get this on my laptop, with a ATI Mobility Radeon X700. I also got it with Proun, as you mentioned. I've tried 0.351 and 0.4 demo. I've tried on another computer with no problems, and loved the game, so I hope it will eventually run on this one as well. |
Author: | pasik [ Sun Sep 25, 2011 7:58 pm ] |
Post subject: | Re: Ogre Exception on startup |
Phelanpt wrote: I still get this on my laptop, with a ATI Mobility Radeon X700. I also got it with Proun, as you mentioned. I've tried 0.351 and 0.4 demo. I've tried on another computer with no problems, and loved the game, so I hope it will eventually run on this one as well. Can you try launching the demo beta 0.4 by passing a parameter "safemode" to it? If you're familiar with the command line, just go to "C:\Program Files (x86)\Running with rifles" or where you installed the demo, and run it like rwr_game.exe safemode. The other option is to browse to the aforementioned folder using Windows Explorer, and create a shortcut to rwr_game.exe, then bring up Properties dialog for the shortcut, and on the Target-field, add safemode to the end of it, i.e. "C:\Program Files (x86)\Running with rifles\rwr_game.exe" safemode. This disables the AO-shader from even trying to compile in the startup, I'd expect you to to be able to run the game then. |
Author: | Phelanpt [ Fri Jan 20, 2012 11:07 pm ] |
Post subject: | Re: Ogre Exception on startup |
Sorry for only coming back to this now, but adding "safemode" didn't work. VisuaI Studio(which tries to debug all crashing programs) caught an unhandled win32 exception. Sorry for not having anything more specific. Good luck with development! ![]() |
Author: | pasik [ Sat Jan 21, 2012 11:54 am ] |
Post subject: | Re: Ogre Exception on startup |
Ok, so it did manage to skip the shader ok but it crashed somewhere else then. Any chance you could send me the rwr_game.log to pasi.kainiemi@modulaatio.com or post it on the forum? You can find the log file in Windows 7 and Vista by accessing "C:\ProgramData\Running with rifles". In Windows XP, it's usually something like "C:\Documents and Settings\All Users\Running with rifles" or "C:\Documents and Settings\All Users\Application Data\Running with rifles". |
Author: | Phelanpt [ Thu Aug 23, 2012 4:06 pm ] |
Post subject: | Re: Ogre Exception on startup |
Sorry for not coming back for this long. Just tried the new version (RUNNING WITH RIFLES demo beta 0.67), and I still have the same problem. Running it with "safemode" gets me an unhandled win32 exception. I am posting the rwr_game.log, but I'm pretty sure that the game did not save a log from the run with "safemode", since the file is older. Any ideas? Code: 16:58:30: Creating resource group General
16:58:30: Creating resource group Internal 16:58:30: Creating resource group Autodetect 16:58:30: SceneManagerFactory for type 'DefaultSceneManager' registered. 16:58:31: Registering ResourceManager for type Material 16:58:31: Registering ResourceManager for type Mesh 16:58:31: Registering ResourceManager for type Skeleton 16:58:31: MovableObjectFactory for type 'ParticleSystem' registered. 16:58:31: OverlayElementFactory for type Panel registered. 16:58:31: OverlayElementFactory for type BorderPanel registered. 16:58:31: OverlayElementFactory for type TextArea registered. 16:58:31: Registering ResourceManager for type Font 16:58:31: ArchiveFactory for archive type FileSystem registered. 16:58:31: ArchiveFactory for archive type Zip registered. 16:58:31: DDS codec registering 16:58:31: FreeImage version: 3.13.1 16:58:31: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 16:58:31: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz 16:58:31: Registering ResourceManager for type HighLevelGpuProgram 16:58:31: Registering ResourceManager for type Compositor 16:58:31: MovableObjectFactory for type 'Entity' registered. 16:58:31: MovableObjectFactory for type 'Light' registered. 16:58:31: MovableObjectFactory for type 'BillboardSet' registered. 16:58:31: MovableObjectFactory for type 'ManualObject' registered. 16:58:31: MovableObjectFactory for type 'BillboardChain' registered. 16:58:31: MovableObjectFactory for type 'RibbonTrail' registered. 16:58:31: *-*-* OGRE Initialising 16:58:31: *-*-* Version 1.7.2 (Cthugha) 16:58:31: : initializing graphics 16:58:31: : loading plugins 16:58:31: Loading library RenderSystem_Direct3D9 16:58:35: Installing plugin: D3D9 RenderSystem 16:58:35: D3D9 : Direct3D9 Rendering Subsystem created. 16:58:36: D3D9: Driver Detection Starts 16:58:36: D3D9: Driver Detection Ends 16:58:36: Plugin successfully installed 16:58:36: Loading library Plugin_CgProgramManager 16:58:38: Installing plugin: Cg Program Manager 16:58:38: Plugin successfully installed 16:58:38: Loading library Plugin_OctreeSceneManager 16:58:39: Installing plugin: Octree & Terrain Scene Manager 16:58:39: Plugin successfully installed 16:58:39: Loading library Plugin_ParticleFX 16:58:39: Installing plugin: ParticleFX 16:58:39: Particle Emitter Type 'Point' registered 16:58:39: Particle Emitter Type 'Box' registered 16:58:39: Particle Emitter Type 'Ellipsoid' registered 16:58:39: Particle Emitter Type 'Cylinder' registered 16:58:39: Particle Emitter Type 'Ring' registered 16:58:39: Particle Emitter Type 'HollowEllipsoid' registered 16:58:39: Particle Affector Type 'LinearForce' registered 16:58:39: Particle Affector Type 'ColourFader' registered 16:58:39: Particle Affector Type 'ColourFader2' registered 16:58:39: Particle Affector Type 'ColourImage' registered 16:58:39: Particle Affector Type 'ColourInterpolator' registered 16:58:39: Particle Affector Type 'Scaler' registered 16:58:39: Particle Affector Type 'Rotator' registered 16:58:39: Particle Affector Type 'DirectionRandomiser' registered 16:58:39: Particle Affector Type 'DeflectorPlane' registered 16:58:39: Plugin successfully installed 16:58:39: : initializing render system 16:58:39: D3D9 : RenderSystem Option: Allow NVPerfHUD = No 16:58:39: D3D9 : RenderSystem Option: Floating-point mode = Fastest 16:58:39: D3D9 : RenderSystem Option: FSAA = 6 16:58:39: D3D9 : RenderSystem Option: Full Screen = Yes 16:58:39: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No 16:58:39: D3D9 : RenderSystem Option: VSync = Yes 16:58:39: D3D9 : RenderSystem Option: VSync Interval = 1 16:58:39: D3D9 : RenderSystem Option: Video Mode = 1280 x 800 @ 32-bit colour 16:58:39: : initializing render window 16:58:39: CPU Identifier & Features 16:58:39: ------------------------- 16:58:39: * CPU ID: GenuineIntel: Intel(R) Pentium(R) M processor 2.00GHz 16:58:39: * SSE: yes 16:58:39: * SSE2: yes 16:58:39: * SSE3: no 16:58:39: * MMX: yes 16:58:39: * MMXEXT: yes 16:58:39: * 3DNOW: no 16:58:39: * 3DNOWEXT: no 16:58:39: * CMOV: yes 16:58:39: * TSC: yes 16:58:39: * FPU: yes 16:58:39: * PRO: no 16:58:39: * HT: no 16:58:39: ------------------------- 16:58:39: D3D9 : Subsystem Initialising 16:58:39: Registering ResourceManager for type Texture 16:58:39: Registering ResourceManager for type GpuProgram 16:58:39: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x800 fullscreen miscParams: FSAA=6 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1 16:58:39: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1280x800, 32bpp 16:58:39: D3D9 : Multi head disabled. It causes horizontal line when used in XP + VSync combination 16:58:45: RenderSystem capabilities 16:58:45: ------------------------- 16:58:45: RenderSystem Name: Direct3D9 Rendering Subsystem 16:58:45: GPU Vendor: ati 16:58:45: Device Name: Monitor-1-ATI MOBILITY RADEON X700 16:58:45: Driver Version: 6.14.10.6587 16:58:45: * Fixed function pipeline: yes 16:58:45: * Hardware generation of mipmaps: yes 16:58:45: * Texture blending: yes 16:58:45: * Anisotropic texture filtering: yes 16:58:45: * Dot product texture operation: yes 16:58:45: * Cube mapping: yes 16:58:45: * Hardware stencil buffer: yes 16:58:45: - Stencil depth: 8 16:58:45: - Two sided stencil support: yes 16:58:45: - Wrap stencil values: yes 16:58:45: * Hardware vertex / index buffers: yes 16:58:45: * Vertex programs: yes 16:58:45: * Number of floating-point constants for vertex programs: 256 16:58:45: * Number of integer constants for vertex programs: 16 16:58:45: * Number of boolean constants for vertex programs: 16 16:58:45: * Fragment programs: yes 16:58:45: * Number of floating-point constants for fragment programs: 32 16:58:45: * Number of integer constants for fragment programs: 16 16:58:45: * Number of boolean constants for fragment programs: 16 16:58:45: * Geometry programs: no 16:58:45: * Number of floating-point constants for geometry programs: 0 16:58:45: * Number of integer constants for geometry programs: 0 16:58:45: * Number of boolean constants for geometry programs: 0 16:58:45: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_b ps_2_x vs_1_1 vs_2_0 16:58:45: * Texture Compression: yes 16:58:45: - DXT: yes 16:58:45: - VTC: no 16:58:45: - PVRTC: no 16:58:45: * Scissor Rectangle: yes 16:58:45: * Hardware Occlusion Query: yes 16:58:45: * User clip planes: yes 16:58:45: * VET_UBYTE4 vertex element type: yes 16:58:45: * Infinite far plane projection: yes 16:58:45: * Hardware render-to-texture: yes 16:58:45: * Floating point textures: yes 16:58:45: * Non-power-of-two textures: yes (limited) 16:58:45: * Volume textures: yes 16:58:45: * Multiple Render Targets: 4 16:58:45: - With different bit depths: no 16:58:45: * Point Sprites: yes 16:58:45: * Extended point parameters: yes 16:58:45: * Max Point Size: 10 16:58:45: * Vertex texture fetch: no 16:58:45: * Number of world matrices: 0 16:58:45: * Number of texture units: 8 16:58:45: * Stencil buffer depth: 8 16:58:45: * Number of vertex blend matrices: 0 16:58:45: * Render to Vertex Buffer : no 16:58:45: * DirectX per stage constants: no 16:58:45: *************************************** 16:58:45: *** D3D9 : Subsystem Initialised OK *** 16:58:45: *************************************** 16:58:45: DefaultWorkQueue('Root') initialising on thread 001573B8. 16:58:45: DefaultWorkQueue('Root')::WorkerFunc - thread 001D1578 starting. 16:58:45: Particle Renderer Type 'billboard' registered 16:58:45: SceneManagerFactory for type 'OctreeSceneManager' registered. 16:58:45: SceneManagerFactory for type 'TerrainSceneManager' registered. 16:58:45: Added resource location 'media' of type 'FileSystem' to resource group 'General' 16:58:45: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General' 16:58:45: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General' 16:58:45: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General' 16:58:45: Added resource location 'media//maps//map1' of type 'FileSystem' to resource group 'General' 16:58:45: Added resource location 'media//models' of type 'FileSystem' to resource group 'General' 16:58:45: Added resource location 'media//data1.pak' of type 'Zip' to resource group 'General' 16:58:45: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General' 16:58:45: Parsing scripts for resource group Autodetect 16:58:45: Finished parsing scripts for resource group Autodetect 16:58:45: Parsing scripts for resource group General 16:58:45: Parsing script NormalAndDepth.program 16:58:50: Parsing script soldieroutline.program 16:58:50: Parsing script StdQuad_vp.program 16:58:50: Parsing script terrain.program 16:58:50: Parsing script AmbientOcclusion.program 16:58:50: Parsing script Blood.material 16:58:50: Parsing script Branch.material 16:58:50: Parsing script BuildingBase.material 16:58:50: Parsing script Bullet.material 16:58:50: Parsing script BulletTrail.material 16:58:50: Parsing script BushPlant.material 16:58:50: Parsing script ChatBubble.material 16:58:50: Parsing script Container.material 16:58:50: Parsing script Crate.material 16:58:50: Parsing script Crosshair.material 16:58:50: Parsing script Dust.material 16:58:50: Parsing script Explosion.material 16:58:50: Parsing script FarmFence.material 16:58:50: Parsing script Flame.material 16:58:50: Parsing script GrassUp.material 16:58:50: Parsing script GrenadeCrate.material 16:58:50: Parsing script Hud.material 16:58:50: Parsing script Intro.material 16:58:50: Parsing script lines.material 16:58:50: Parsing script MapView.material 16:58:50: Parsing script MenuSystem.material 16:58:50: Parsing script MultiStoryBuilding.material 16:58:50: Parsing script NormalAndDepth.material 16:58:50: Parsing script Piece.material 16:58:50: Parsing script Plant.material 16:58:50: Parsing script PlayerFarMarker.material 16:58:50: Parsing script PlayerMarker.material 16:58:50: Parsing script RoadLine.material 16:58:50: Parsing script Rock.material 16:58:50: Parsing script SandBagWall.material 16:58:50: Parsing script SecurityFence.material 16:58:50: Parsing script ShadowBranch.material 16:58:50: Parsing script ShadowPixel.material 16:58:50: Parsing script ShadowPlant.material 16:58:50: Parsing script ShoePrint.material 16:58:50: Parsing script smoke.material 16:58:50: Parsing script Soldier3dPixel.material 16:58:50: Parsing script Stone.material 16:58:50: Parsing script terrain.material 16:58:50: Parsing script TreeGroundBase.material 16:58:50: Parsing script Trench.material 16:58:50: Parsing script Weapon3dPixel.material 16:58:50: Parsing script ZebraCrossing.material 16:58:50: Parsing script AmbientOcclusion.material 16:58:51: Parsing script Burst.particle 16:58:51: Parsing script Dust.particle 16:58:51: Parsing script Explosion.particle 16:58:51: Parsing script MinorExplosion.particle 16:58:51: Parsing script Muzzle.particle 16:58:51: Parsing script AmbientOcclusion.compositor 16:58:51: Finished parsing scripts for resource group General 16:58:51: Parsing scripts for resource group Internal 16:58:51: Finished parsing scripts for resource group Internal 16:58:51: : initializing scene manager 16:58:51: TerrainSceneManager: Registered a new PageSource for type Heightmap 16:58:51: : initializing terrain 16:58:51: TerrainSceneManager: Activated PageSource Heightmap 16:58:56: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 16:58:56: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:58:56: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:58:56: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:58:56: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:58:56: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:58:56: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 16:58:56: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:58:56: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 16:58:56: : initializing fonts 16:58:57: Font BasicFontusing texture size 2048x2048 16:58:57: Info: Freetype returned null for character 32 in font BasicFont 16:58:57: Info: Freetype returned null for character 160 in font BasicFont 16:58:57: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 16:58:57: Font BasicFontItalicusing texture size 2048x2048 16:58:57: Info: Freetype returned null for character 32 in font BasicFontItalic 16:58:57: Info: Freetype returned null for character 160 in font BasicFontItalic 16:58:57: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 16:58:57: : initializing audio 16:58:59: : initializing input 16:59:02: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1. 16:59:02: : application start done 16:59:02: : rendering the first frame 16:59:02: OGRE EXCEPTION(3:RenderingAPIException): Cannot create D3D9 pixel shader AmbientOcclusionFP_2_x from microcode. in D3D9GpuFragmentProgram::loadFromMicrocode at ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9GpuProgram.cpp (line 369) |
Author: | pasik [ Fri Aug 24, 2012 8:56 am ] |
Post subject: | Re: Ogre Exception on startup |
That is indeed the old log. The new demo is using another application data folder, you could look for RUNNING WITH RIFLES Demo -folder in C:\ProgramData or the equivalent for Windows XP as mentioned earlier. There is one thing you could try instead of "safemode" switch, but it goes a bit in depth with stuff: * go to where you installed the demo, e.g. C:\Program Files\RUNNING WITH RIFLES Demo\ or C:\Program Files (x86)\RUNNING WITH RIFLES Demo\, and media-subfolder there. * rename data2.pak to data2.zip * access data2.zip (depending on your zip application, you might need to unzip the file first to a folder; some applications allow you to edit the files in the zip on the fly) * edit AmbientOcclusion.material file, Notepad is just fine for editing it * look for "gpu_device_rule exclude "*Radeon X1*"" and change "Radeon X1*" to "Radeon X*" * save the file * if you needed to unzip the zip, compress the files again back to data2.zip replacing the old one * rename data2.zip back to data2.pak * run the demo |
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