RUNNING WITH RIFLES
http://www.runningwithrifles.com/phpBB3/

RWR Crash Dump
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=1742
Page 1 of 1

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.

Page 1 of 1 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/