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RWR Crash Dump http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=1742 |
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Author: | Combine Soldier A8 [ Tue May 27, 2014 10:56 am ] |
Post subject: | RWR Crash Dump |
I got a problem similar to viewtopic.php?f=5&t=1168 , but rwr_game doesnt end with "rendering first frame". RWR worked before, but now i got a new Windows XP (cause old Windows XP broke) and RWR doesnt work. I have d3dx9_42.dll and i have updated openal.dll, but RWR crashes while loading screen stays. Heres rwr_game.txt 14:57:09: Creating resource group General 14:57:09: Creating resource group Internal 14:57:09: Creating resource group Autodetect 14:57:09: SceneManagerFactory for type 'DefaultSceneManager' registered. 14:57:09: Registering ResourceManager for type Material 14:57:09: Registering ResourceManager for type Mesh 14:57:09: Registering ResourceManager for type Skeleton 14:57:09: MovableObjectFactory for type 'ParticleSystem' registered. 14:57:09: OverlayElementFactory for type Panel registered. 14:57:09: OverlayElementFactory for type BorderPanel registered. 14:57:09: OverlayElementFactory for type TextArea registered. 14:57:09: Registering ResourceManager for type Font 14:57:09: ArchiveFactory for archive type FileSystem registered. 14:57:09: ArchiveFactory for archive type Zip registered. 14:57:09: DDS codec registering 14:57:09: FreeImage version: 3.13.1 14:57:09: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 14:57:09: 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 14:57:09: Registering ResourceManager for type HighLevelGpuProgram 14:57:09: Registering ResourceManager for type Compositor 14:57:09: MovableObjectFactory for type 'Entity' registered. 14:57:09: MovableObjectFactory for type 'Light' registered. 14:57:09: MovableObjectFactory for type 'BillboardSet' registered. 14:57:09: MovableObjectFactory for type 'ManualObject' registered. 14:57:09: MovableObjectFactory for type 'BillboardChain' registered. 14:57:09: MovableObjectFactory for type 'RibbonTrail' registered. 14:57:09: *-*-* OGRE Initialising 14:57:09: *-*-* Version 1.7.2 (Cthugha) 14:57:09: : initializing graphics 14:57:09: : loading plugins 14:57:09: Loading library RenderSystem_Direct3D9 14:57:09: Installing plugin: D3D9 RenderSystem 14:57:09: D3D9 : Direct3D9 Rendering Subsystem created. 14:57:10: D3D9: Driver Detection Starts 14:57:10: D3D9: Driver Detection Ends 14:57:10: Plugin successfully installed 14:57:10: Loading library Plugin_CgProgramManager 14:57:10: Installing plugin: Cg Program Manager 14:57:10: Plugin successfully installed 14:57:10: Loading library Plugin_OctreeSceneManager 14:57:10: Installing plugin: Octree & Terrain Scene Manager 14:57:10: Plugin successfully installed 14:57:10: Loading library Plugin_ParticleFX 14:57:10: Installing plugin: ParticleFX 14:57:10: Particle Emitter Type 'Point' registered 14:57:10: Particle Emitter Type 'Box' registered 14:57:10: Particle Emitter Type 'Ellipsoid' registered 14:57:10: Particle Emitter Type 'Cylinder' registered 14:57:10: Particle Emitter Type 'Ring' registered 14:57:10: Particle Emitter Type 'HollowEllipsoid' registered 14:57:10: Particle Affector Type 'LinearForce' registered 14:57:10: Particle Affector Type 'ColourFader' registered 14:57:10: Particle Affector Type 'ColourFader2' registered 14:57:10: Particle Affector Type 'ColourImage' registered 14:57:10: Particle Affector Type 'ColourInterpolator' registered 14:57:10: Particle Affector Type 'Scaler' registered 14:57:10: Particle Affector Type 'Rotator' registered 14:57:10: Particle Affector Type 'DirectionRandomiser' registered 14:57:10: Particle Affector Type 'DeflectorPlane' registered 14:57:10: Plugin successfully installed 14:57:10: : initializing render system 14:57:10: : antialias=6 14:57:10: D3D9 : RenderSystem Option: Allow NVPerfHUD = No 14:57:10: D3D9 : RenderSystem Option: Floating-point mode = Fastest 14:57:10: D3D9 : RenderSystem Option: FSAA = 6 14:57:10: D3D9 : RenderSystem Option: Full Screen = Yes 14:57:10: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No 14:57:10: D3D9 : RenderSystem Option: VSync = No 14:57:10: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour 14:57:10: : initializing render window 14:57:10: CPU Identifier & Features 14:57:10: ------------------------- 14:57:10: * CPU ID: *DELETED BY WRITER* 14:57:10: * SSE: yes 14:57:10: * SSE2: yes 14:57:10: * SSE3: yes 14:57:10: * MMX: yes 14:57:10: * MMXEXT: yes 14:57:10: * 3DNOW: yes 14:57:10: * 3DNOWEXT: yes 14:57:10: * CMOV: yes 14:57:10: * TSC: yes 14:57:10: * FPU: yes 14:57:10: * PRO: yes 14:57:10: * HT: no 14:57:10: ------------------------- 14:57:10: D3D9 : Subsystem Initialising 14:57:10: Registering ResourceManager for type Texture 14:57:10: Registering ResourceManager for type GpuProgram 14:57:10: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2014", 1024x768 fullscreen miscParams: FSAA=6 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1 14:57:10: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2014' : 1024x768, 32bpp 14:57:10: RenderSystem capabilities 14:57:10: ------------------------- 14:57:10: RenderSystem Name: Direct3D9 Rendering Subsystem 14:57:10: GPU Vendor: ati 14:57:10: Device Name: Monitor-1-Radeon X1650 Series 14:57:10: Driver Version: 6.14.10.6903 14:57:10: * Fixed function pipeline: yes 14:57:10: * Hardware generation of mipmaps: yes 14:57:10: * Texture blending: yes 14:57:10: * Anisotropic texture filtering: yes 14:57:10: * Dot product texture operation: yes 14:57:10: * Cube mapping: yes 14:57:10: * Hardware stencil buffer: yes 14:57:10: - Stencil depth: 8 14:57:10: - Two sided stencil support: yes 14:57:10: - Wrap stencil values: yes 14:57:10: * Hardware vertex / index buffers: yes 14:57:10: * Vertex programs: yes 14:57:10: * Number of floating-point constants for vertex programs: 256 14:57:10: * Number of integer constants for vertex programs: 16 14:57:10: * Number of boolean constants for vertex programs: 16 14:57:10: * Fragment programs: yes 14:57:10: * Number of floating-point constants for fragment programs: 224 14:57:10: * Number of integer constants for fragment programs: 16 14:57:10: * Number of boolean constants for fragment programs: 16 14:57:10: * Geometry programs: no 14:57:10: * Number of floating-point constants for geometry programs: 0 14:57:10: * Number of integer constants for geometry programs: 0 14:57:10: * Number of boolean constants for geometry programs: 0 14:57:10: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0 14:57:10: * Texture Compression: yes 14:57:10: - DXT: yes 14:57:10: - VTC: no 14:57:10: - PVRTC: no 14:57:10: * Scissor Rectangle: yes 14:57:10: * Hardware Occlusion Query: yes 14:57:10: * User clip planes: yes 14:57:10: * VET_UBYTE4 vertex element type: yes 14:57:10: * Infinite far plane projection: yes 14:57:10: * Hardware render-to-texture: yes 14:57:10: * Floating point textures: yes 14:57:10: * Non-power-of-two textures: yes (limited) 14:57:10: * Volume textures: yes 14:57:10: * Multiple Render Targets: 4 14:57:10: - With different bit depths: no 14:57:10: * Point Sprites: yes 14:57:10: * Extended point parameters: yes 14:57:10: * Max Point Size: 10 14:57:10: * Vertex texture fetch: no 14:57:10: * Number of world matrices: 0 14:57:10: * Number of texture units: 8 14:57:10: * Stencil buffer depth: 8 14:57:10: * Number of vertex blend matrices: 0 14:57:10: * Render to Vertex Buffer : no 14:57:10: * DirectX per stage constants: no 14:57:10: *************************************** 14:57:10: *** D3D9 : Subsystem Initialised OK *** 14:57:10: *************************************** 14:57:10: DefaultWorkQueue('Root') initialising on thread 001571C0. 14:57:10: Particle Renderer Type 'billboard' registered 14:57:10: SceneManagerFactory for type 'OctreeSceneManager' registered. 14:57:10: SceneManagerFactory for type 'TerrainSceneManager' registered. 14:57:10: DefaultWorkQueue('Root')::WorkerFunc - thread 001D0518 starting. 14:57:10: Added resource location 'media' of type 'FileSystem' to resource group 'General' 14:57:10: Added resource location 'media/textures_splash' of type 'FileSystem' to resource group 'General' 14:57:10: Added resource location 'media/packages/vanilla/fonts' of type 'FileSystem' to resource group 'General' 14:57:10: Added resource location 'media/data3.pak' of type 'Zip' to resource group 'General' 14:57:10: Added resource location 'media/data2.pak' of type 'Zip' to resource group 'General' 14:57:10: Parsing scripts for resource group Autodetect 14:57:10: Finished parsing scripts for resource group Autodetect 14:57:10: Parsing scripts for resource group General 14:57:10: Parsing script ShadowCaster.program 14:57:10: Parsing script AmbientOcclusion.program 14:57:10: Parsing script StdQuad_vp.program 14:57:10: Parsing script Vignette.program 14:57:10: Parsing script Intro.material 14:57:10: Parsing script ShadowCaster.material 14:57:10: Parsing script AmbientOcclusion.material 14:57:10: Parsing script Vignette.material 14:57:10: Parsing script AmbientOcclusion.compositor 14:57:10: Parsing script basic_font.fontdef 14:57:10: Parsing script basic_font_025.fontdef 14:57:10: Parsing script basic_font_050.fontdef 14:57:10: Parsing script basic_font_outline.fontdef 14:57:10: Parsing script basic_font_outline_025.fontdef 14:57:10: Parsing script basic_font_outline_050.fontdef 14:57:10: Parsing script input_font_outline.fontdef 14:57:10: Parsing script input_font_outline_025.fontdef 14:57:10: Parsing script input_font_outline_050.fontdef 14:57:10: Finished parsing scripts for resource group General 14:57:10: Parsing scripts for resource group Internal 14:57:10: Finished parsing scripts for resource group Internal 14:57:10: OverlayElementFactory for type TextArea2 registered. 14:57:10: : initializing scene manager 14:57:10: TerrainSceneManager: Registered a new PageSource for type Heightmap 14:57:10: WARNING: material Vignette has no supportable Techniques and will be blank. Explanation: Excluded GPU device: *DELETED BY WRITER* 14:57:10: WARNING: material Vignette has no supportable Techniques and will be blank. Explanation: Excluded GPU device: *DELETED BY WRITER* 14:57:10: CompositorChain: Compositor AmbientOcclusion has no supported techniques. 14:57:10: : initializing fonts 14:57:10: : initializing audio 14:57:10: : audio devices found: 1 14:57:10: : audio enabled 14:57:10: : 0: Generic Software 14:57:10: : using device 0 14:57:10: : initializing input 14:57:10: : using metagame: in=, out= 14:57:10: : -- using anonymous pipes 14:57:10: : RUNNING WITH RIFLES, version beta 0.95 14:57:10: : Map resource location set as media/packages/vanilla/maps/lobby 14:57:10: : Using application folder *DELETED BY WRITER* 14:57:10: : Using save path *DELETED BY WRITER* 14:57:10: : activating metagame in regular game build 14:57:10: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 14:57:10: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1. 14:57:11: : latest available version: beta 0.90 14:57:11: : application start done 14:57:11: : run simulation 14:57:11: : rendering the first frame 14:57:11: Texture: basic_font_outline_050.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1. 14:57:11: : first frame rendered ok 14:57:11: : adding frame listener 14:57:11: : starting rendering loop 14:57:11: : game init start 14:57:11: Creating resource group sessionResourceGroup 14:57:11: : adding package resource location media/packages/vanilla/ 14:57:11: Added resource location 'media/packages/vanilla/' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/factions' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/fonts' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/models' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/names' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/particles' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/sounds' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/textures' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/weapons' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/vehicles' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/items' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/scripts' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/packages/vanilla/maps/lobby' of type 'FileSystem' to resource group 'sessionResourceGroup' 14:57:11: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup' 14:57:11: Initialising resource group sessionResourceGroup 14:57:11: Parsing scripts for resource group sessionResourceGroup 14:57:11: Parsing script Building.program 14:57:11: Parsing script NormalAndDepth.program 14:57:11: Parsing script soldieroutline.program 14:57:11: Parsing script soldierskin.program 14:57:11: Parsing script StdQuad_vp.program 14:57:12: Parsing script terrain.program 14:57:12: Parsing script tools.program 14:57:12: Parsing script WaterArea.program 14:57:12: Parsing script material.material 14:57:12: Parsing script chute.material 14:57:12: Parsing script flame2.material 14:57:12: Parsing script flare.material 14:57:12: Parsing script flash.material 14:57:12: Parsing script remote_grenade.material 14:57:12: Parsing script shadow_airplane.material 14:57:12: Parsing script BackContour.material 14:57:12: Parsing script Blood.material 14:57:12: Parsing script Branch.material 14:57:12: Parsing script Building.material 14:57:12: Parsing script Bullet.material 14:57:12: Parsing script BulletTrail.material 14:57:12: Parsing script BushPlant.material 14:57:12: Parsing script ChatBubble.material 14:57:12: Parsing script Cord.material 14:57:12: Parsing script Crate.material 14:57:12: Parsing script Crosshair.material 14:57:12: Parsing script Dust.material 14:57:12: Parsing script Explosion.material 14:57:12: Parsing script Flame.material 14:57:12: Parsing script Foam.material 14:57:12: Parsing script GenericColoredMesh.material 14:57:12: Parsing script GenericDecal.material 14:57:12: Parsing script GenericMesh.material 14:57:12: Parsing script GenericVehicle.material 14:57:12: Parsing script GrenadeCrate.material 14:57:12: Parsing script Hud.material 14:57:12: Parsing script InventoryView.material 14:57:12: Parsing script lines.material 14:57:12: Parsing script MapView.material 14:57:12: Parsing script MenuSystem.material 14:57:12: Parsing script MiniRank.material 14:57:12: Parsing script NormalAndDepth.material 14:57:12: Parsing script Piece.material 14:57:12: Parsing script Plant.material 14:57:12: Parsing script Platform.material 14:57:12: Parsing script PlayerFarMarker.material 14:57:12: Parsing script PlayerMarker.material 14:57:12: Parsing script RadioView.material 14:57:12: Parsing script ShadowPixel.material 14:57:12: Parsing script ShadowPlant.material 14:57:12: Parsing script ShoePrint.material 14:57:13: Parsing script Sign.material 14:57:13: Parsing script Soldier3dPixel.material 14:57:13: Parsing script TreeGroundBase.material 14:57:13: Parsing script TrophyView.material 14:57:13: Parsing script Wall.material 14:57:13: Parsing script WaterArea.material 14:57:13: Parsing script Weapon3dPixel.material 14:57:13: Parsing script Weave.material 14:57:13: Parsing script bigger_muzzle.particle 14:57:13: Parsing script big_muzzle.particle 14:57:13: Parsing script big_muzzle_repeat.particle 14:57:13: Parsing script burning_pieces.particle 14:57:13: Parsing script burning_pieces_barrier.particle 14:57:13: Parsing script burst_repeat.particle 14:57:13: Parsing script burst_shine.particle 14:57:13: Parsing script deploy_hider.particle 14:57:13: Parsing script flare.particle 14:57:13: Parsing script flare_smoke.particle 14:57:13: Parsing script flash.particle 14:57:13: Parsing script law_muzzle.particle 14:57:13: Parsing script medium_smoke_vehicle.particle 14:57:13: Parsing script minor_fire_repeat.particle 14:57:13: Parsing script prison_smoke.particle 14:57:13: Parsing script propulsion.particle 14:57:13: Parsing script shadow_airplane_flyby.particle 14:57:13: Parsing script shield_burst.particle 14:57:13: Parsing script small_smoke_vehicle.particle 14:57:13: Parsing script Burst.particle 14:57:13: Parsing script Dust.particle 14:57:13: Parsing script Explosion.particle 14:57:13: Parsing script Foam.particle 14:57:13: Parsing script MinorExplosion.particle 14:57:13: Parsing script Muzzle.particle 14:57:13: Parsing script basic_font.fontdef 14:57:13: Parsing script basic_font_025.fontdef 14:57:13: Parsing script basic_font_050.fontdef 14:57:13: Parsing script basic_font_outline.fontdef 14:57:13: Parsing script basic_font_outline_025.fontdef 14:57:13: Parsing script basic_font_outline_050.fontdef 14:57:13: Parsing script input_font_outline.fontdef 14:57:13: Parsing script input_font_outline_025.fontdef 14:57:13: Parsing script input_font_outline_050.fontdef 14:57:13: Finished parsing scripts for resource group sessionResourceGroup 14:57:13: : r=12582 14:57:13: : loading factions in map config 14:57:13: : loading map config media/packages/vanilla/maps/lobby/map_config.xml 14:57:13: : loading faction in media/packages/vanilla/maps/lobby/green.xml 14:57:13: : adding soldier group default with id 0 in faction 0 14:57:13: : loading names in media/packages/vanilla/names/english_firstnames.txt, english_firstnames.txt 14:57:13: : loading names in media/packages/vanilla/names/english_lastnames.txt, english_lastnames.txt 14:57:13: : map config factions loaded 14:57:13: : common sounds loaded 14:57:13: : loading terrain layers 14:57:13: : setting tag dirt, index=0 14:57:13: : setting tag road, index=1 14:57:13: : outline color=ColourValue(0.371094, 0.320313, 0.253906, 1) 14:57:13: : outline color=ColourValue(0.296875, 0.355469, 0.296875, 1) 14:57:13: : initializing terrain 14:57:13: : terrain config 0: dirt.png, 14:57:13: : terrain config 1: rocky_mountain.png, terrain5_alpha_rocky_mountain.png 14:57:13: : terrain config 2: grass.png, terrain5_alpha_grass.png 14:57:13: : terrain config 3: asphalt.png, terrain5_alpha_asphalt.png 14:57:13: : terrain config 4: road.png, terrain5_alpha_road.png 14:57:13: : splats=5, terrain5_combined_alpha.png exists 14:57:13: : blitting effect_combined_alpha.png 14:57:13: Texture: EffectSplatMap: Loading 1 faces(PF_A8R8G8B8,2048x2048x1) with 0 custom mipmaps from Image. Internal format is PF_A8R8G8B8,2048x2048x1. 14:57:14: TerrainSceneManager: Activated PageSource Heightmap |
Author: | JackMayol [ Tue May 27, 2014 11:03 am ] |
Post subject: | Re: RWR Crash Dump |
hi and welcome to the community. Did you already update your dx9.0c to the latest version? http://www.microsoft.com/download/en/details.aspx?id=35 |
Author: | Combine Soldier A8 [ Tue May 27, 2014 11:05 am ] |
Post subject: | Re: RWR Crash Dump |
I have DirectX 9, but im not sure if i have LATEST DirectX 9C. Do i need to uninstall old DirectX before downloading new one? |
Author: | JackMayol [ Tue May 27, 2014 11:11 am ] |
Post subject: | Re: RWR Crash Dump |
just install it from the link I gave you. It won't uninstall anything, but make your DX version the latest. |
Author: | pasik [ Tue May 27, 2014 11:14 am ] |
Post subject: | Re: RWR Crash Dump |
The issue is probably with the graphics card or its drivers. Radeon X-series tend to have a bad reputation with RWR, either the drivers report incorrect rendering capabilities or there are other limitations the game is not designed to work with. Certain rendering features have been specifically disabled in RWR for these cards to help with the issues, but chances are new ones have been created that we haven't had the chance to test with these graphics cards. Try updating the graphics card drivers, at least. If it doesn't help, you could first try to launch the game with parameter safemode, and if that doesn't work, try command line parameter opengl. While the game might run with some pretty old PC's, a GPU launched in 2006 might be a stretch. |
Author: | Combine Soldier A8 [ Tue May 27, 2014 11:30 am ] |
Post subject: | Re: RWR Crash Dump |
RWR worked fine before, and before reinstalling OS i had same specs as now. Nothing really changed after i reinstalled my OS. I have reinstalled it because disc C: broke and CHKDSK failed to fix it, CHKDSK just deleted all files on disc C: but other things were fine and untouched. I will still try to use your fixes. |
Author: | pasik [ Tue May 27, 2014 12:15 pm ] |
Post subject: | Re: RWR Crash Dump |
Combine Soldier A8 wrote: RWR worked fine before, and before reinstalling OS i had same specs as now. Nothing really changed after i reinstalled my OS. I have reinstalled it because disc C: broke and CHKDSK failed to fix it, CHKDSK just deleted all files on disc C: but other things were fine and untouched. I will still try to use your fixes. Oh right, must've misread the point that it worked fine before. Was it a recent version that you played earlier? |
Author: | Combine Soldier A8 [ Tue May 27, 2014 12:49 pm ] |
Post subject: | Re: RWR Crash Dump |
pasik wrote: Was it a recent version that you played earlier? I dont really remember, but i think it was 0.8.X or 0.7.X. I remember there was winter mode and heavy boats already. I didnt view changelogs and i dont know what version that was. |
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