RUNNING WITH RIFLES http://www.runningwithrifles.com/phpBB3/ |
|
0.5 crash at startup http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=233 |
Page 1 of 2 |
Author: | Rendered [ Wed Oct 26, 2011 8:18 pm ] |
Post subject: | 0.5 crash at startup |
When the game zooms into the character on the menu, the game crashes Here is the Problem Signature that came with the default program crash screen. (Mainly because I forgot where the Log was.) Code: Problem signature:
Problem Event Name: APPCRASH Application Name: rwr_game.exe Application Version: 0.0.0.0 Application Timestamp: 4ea8329a Fault Module Name: RenderSystem_Direct3D9.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 4cd3ef26 Exception Code: c0000005 Exception Offset: 0001fac7 OS Version: 6.1.7600.2.0.0.768.3 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 |
Author: | pasik [ Wed Oct 26, 2011 9:04 pm ] |
Post subject: | Re: 0.5 crash at startup |
Hmm, interesting. The log would help some bit I'd expect, on Vista and Windows 7 you can find it in "C:\ProgramData\Running with rifles", on XP it's either in "C:\Documents and Settings\All Users\Running with rifles" or "C:\Documents and Settings\All Users\Application Data\Running with rifles". Was it you who had the peculiar graphics card that has pixel shader support but not vertex shader support? If so, I'd suspect the animation/skeleton optimization that I made which requires vertex shaders could cause something like this. The intention was that the old way would be still around in case the optimization can't be used. Maybe there's an issue there. |
Author: | Rendered [ Thu Oct 27, 2011 12:01 am ] |
Post subject: | Re: 0.5 crash at startup |
pasik wrote: Hmm, interesting. The log would help some bit I'd expect, on Vista and Windows 7 you can find it in "C:\ProgramData\Running with rifles", on XP it's either in "C:\Documents and Settings\All Users\Running with rifles" or "C:\Documents and Settings\All Users\Application Data\Running with rifles". Was it you who had the peculiar graphics card that has pixel shader support but not vertex shader support? If so, I'd suspect the animation/skeleton optimization that I made which requires vertex shaders could cause something like this. The intention was that the old way would be still around in case the optimization can't be used. Maybe there's an issue there. Yep that was me. ![]() Game_Config log: Code: 16:09:53: Creating resource group General
16:09:53: Creating resource group Internal 16:09:53: Creating resource group Autodetect 16:09:53: SceneManagerFactory for type 'DefaultSceneManager' registered. 16:09:53: Registering ResourceManager for type Material 16:09:53: Registering ResourceManager for type Mesh 16:09:53: Registering ResourceManager for type Skeleton 16:09:53: MovableObjectFactory for type 'ParticleSystem' registered. 16:09:53: OverlayElementFactory for type Panel registered. 16:09:53: OverlayElementFactory for type BorderPanel registered. 16:09:53: OverlayElementFactory for type TextArea registered. 16:09:53: Registering ResourceManager for type Font 16:09:53: ArchiveFactory for archive type FileSystem registered. 16:09:53: ArchiveFactory for archive type Zip registered. 16:09:53: DDS codec registering 16:09:53: FreeImage version: 3.13.1 16:09:53: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 16:09:53: 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 16:09:53: Registering ResourceManager for type HighLevelGpuProgram 16:09:53: Registering ResourceManager for type Compositor 16:09:53: MovableObjectFactory for type 'Entity' registered. 16:09:53: MovableObjectFactory for type 'Light' registered. 16:09:53: MovableObjectFactory for type 'BillboardSet' registered. 16:09:53: MovableObjectFactory for type 'ManualObject' registered. 16:09:53: MovableObjectFactory for type 'BillboardChain' registered. 16:09:53: MovableObjectFactory for type 'RibbonTrail' registered. 16:09:53: *-*-* OGRE Initialising 16:09:53: *-*-* Version 1.7.2 (Cthugha) 16:09:53: : Init dialog 16:09:53: : Config file load ok 16:09:53: : Loading plugin RenderSystem_Direct3D9 16:09:53: Loading library RenderSystem_Direct3D9 16:09:53: Installing plugin: D3D9 RenderSystem 16:09:53: D3D9 : Direct3D9 Rendering Subsystem created. 16:09:53: D3D9: Driver Detection Starts 16:09:53: D3D9: Driver Detection Ends 16:09:53: Plugin successfully installed 16:09:53: : Locating Render system 16:09:53: : Acceptable resolutions = 20 16:10:00: *-*-* OGRE Shutdown 16:10:00: Unregistering ResourceManager for type Compositor 16:10:00: Unregistering ResourceManager for type Font 16:10:00: Unregistering ResourceManager for type Skeleton 16:10:00: Unregistering ResourceManager for type Mesh 16:10:00: Unregistering ResourceManager for type HighLevelGpuProgram 16:10:00: Uninstalling plugin: D3D9 RenderSystem 16:10:00: D3D9 : Shutting down cleanly. 16:10:00: D3D9 : Direct3D9 Rendering Subsystem destroyed. 16:10:00: Plugin successfully uninstalled 16:10:00: Unloading library RenderSystem_Direct3D9 16:10:00: Unregistering ResourceManager for type Material |
Author: | pasik [ Thu Oct 27, 2011 7:18 am ] |
Post subject: | Re: 0.5 crash at startup |
The config log seems fine, how about rwr_game.log? |
Author: | Rendered [ Thu Oct 27, 2011 10:10 am ] |
Post subject: | Re: 0.5 crash at startup |
pasik wrote: The config log seems fine, how about rwr_game.log? Sorry forgot to post that one D: Code: 16:14:33: Creating resource group General
16:14:33: Creating resource group Internal 16:14:33: Creating resource group Autodetect 16:14:33: SceneManagerFactory for type 'DefaultSceneManager' registered. 16:14:33: Registering ResourceManager for type Material 16:14:33: Registering ResourceManager for type Mesh 16:14:33: Registering ResourceManager for type Skeleton 16:14:33: MovableObjectFactory for type 'ParticleSystem' registered. 16:14:33: OverlayElementFactory for type Panel registered. 16:14:33: OverlayElementFactory for type BorderPanel registered. 16:14:33: OverlayElementFactory for type TextArea registered. 16:14:33: Registering ResourceManager for type Font 16:14:33: ArchiveFactory for archive type FileSystem registered. 16:14:33: ArchiveFactory for archive type Zip registered. 16:14:33: DDS codec registering 16:14:33: FreeImage version: 3.13.1 16:14:33: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 16:14:33: 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 16:14:33: Registering ResourceManager for type HighLevelGpuProgram 16:14:33: Registering ResourceManager for type Compositor 16:14:33: MovableObjectFactory for type 'Entity' registered. 16:14:33: MovableObjectFactory for type 'Light' registered. 16:14:33: MovableObjectFactory for type 'BillboardSet' registered. 16:14:33: MovableObjectFactory for type 'ManualObject' registered. 16:14:33: MovableObjectFactory for type 'BillboardChain' registered. 16:14:33: MovableObjectFactory for type 'RibbonTrail' registered. 16:14:33: *-*-* OGRE Initialising 16:14:33: *-*-* Version 1.7.2 (Cthugha) 16:14:33: : initializing graphics 16:14:33: : loading plugins 16:14:33: Loading library RenderSystem_Direct3D9 16:14:33: Installing plugin: D3D9 RenderSystem 16:14:33: D3D9 : Direct3D9 Rendering Subsystem created. 16:14:33: D3D9: Driver Detection Starts 16:14:33: D3D9: Driver Detection Ends 16:14:33: Plugin successfully installed 16:14:33: Loading library Plugin_CgProgramManager 16:14:33: Installing plugin: Cg Program Manager 16:14:33: Plugin successfully installed 16:14:33: Loading library Plugin_OctreeSceneManager 16:14:33: Installing plugin: Octree & Terrain Scene Manager 16:14:33: Plugin successfully installed 16:14:33: Loading library Plugin_ParticleFX 16:14:33: Installing plugin: ParticleFX 16:14:33: Particle Emitter Type 'Point' registered 16:14:33: Particle Emitter Type 'Box' registered 16:14:33: Particle Emitter Type 'Ellipsoid' registered 16:14:33: Particle Emitter Type 'Cylinder' registered 16:14:33: Particle Emitter Type 'Ring' registered 16:14:33: Particle Emitter Type 'HollowEllipsoid' registered 16:14:33: Particle Affector Type 'LinearForce' registered 16:14:33: Particle Affector Type 'ColourFader' registered 16:14:33: Particle Affector Type 'ColourFader2' registered 16:14:33: Particle Affector Type 'ColourImage' registered 16:14:33: Particle Affector Type 'ColourInterpolator' registered 16:14:33: Particle Affector Type 'Scaler' registered 16:14:33: Particle Affector Type 'Rotator' registered 16:14:33: Particle Affector Type 'DirectionRandomiser' registered 16:14:33: Particle Affector Type 'DeflectorPlane' registered 16:14:33: Plugin successfully installed 16:14:33: : initializing render system 16:14:33: D3D9 : RenderSystem Option: Allow NVPerfHUD = No 16:14:33: D3D9 : RenderSystem Option: Floating-point mode = Fastest 16:14:33: D3D9 : RenderSystem Option: FSAA = 0 16:14:33: D3D9 : RenderSystem Option: Full Screen = No 16:14:33: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No 16:14:33: D3D9 : RenderSystem Option: VSync = Yes 16:14:33: D3D9 : RenderSystem Option: VSync Interval = 1 16:14:33: D3D9 : RenderSystem Option: Video Mode = 1280 x 1024 @ 32-bit colour 16:14:33: : initializing render window 16:14:33: CPU Identifier & Features 16:14:33: ------------------------- 16:14:33: * CPU ID: GenuineIntel: Pentium(R) Dual-Core CPU E5300 @ 2.60GHz 16:14:33: * SSE: yes 16:14:33: * SSE2: yes 16:14:33: * SSE3: yes 16:14:33: * MMX: yes 16:14:33: * MMXEXT: yes 16:14:33: * 3DNOW: no 16:14:33: * 3DNOWEXT: no 16:14:33: * CMOV: yes 16:14:33: * TSC: yes 16:14:33: * FPU: yes 16:14:33: * PRO: yes 16:14:33: * HT: no 16:14:33: ------------------------- 16:14:33: D3D9 : Subsystem Initialising 16:14:33: Registering ResourceManager for type Texture 16:14:33: Registering ResourceManager for type GpuProgram 16:14:33: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x1024 windowed miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1 16:14:33: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1264x946, 32bpp 16:14:33: RenderSystem capabilities 16:14:33: ------------------------- 16:14:33: RenderSystem Name: Direct3D9 Rendering Subsystem 16:14:33: GPU Vendor: intel 16:14:33: Device Name: Monitor-1-Intel(R) G33/G31 Express Chipset Family 16:14:33: Driver Version: 8.15.10.1825 16:14:33: * Fixed function pipeline: yes 16:14:33: * Hardware generation of mipmaps: yes 16:14:33: * Texture blending: yes 16:14:33: * Anisotropic texture filtering: yes 16:14:33: * Dot product texture operation: yes 16:14:33: * Cube mapping: yes 16:14:33: * Hardware stencil buffer: yes 16:14:33: - Stencil depth: 8 16:14:33: - Two sided stencil support: yes 16:14:33: - Wrap stencil values: yes 16:14:33: * Hardware vertex / index buffers: yes 16:14:33: * Vertex programs: no 16:14:33: * Number of floating-point constants for vertex programs: 15 16:14:33: * Number of integer constants for vertex programs: 0 16:14:33: * Number of boolean constants for vertex programs: 0 16:14:33: * Fragment programs: yes 16:14:33: * Number of floating-point constants for fragment programs: 32 16:14:33: * Number of integer constants for fragment programs: 16 16:14:33: * Number of boolean constants for fragment programs: 16 16:14:33: * Geometry programs: no 16:14:33: * Number of floating-point constants for geometry programs: 0 16:14:33: * Number of integer constants for geometry programs: 0 16:14:33: * Number of boolean constants for geometry programs: 0 16:14:33: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 16:14:33: * Texture Compression: yes 16:14:33: - DXT: yes 16:14:33: - VTC: no 16:14:33: - PVRTC: no 16:14:33: * Scissor Rectangle: yes 16:14:33: * Hardware Occlusion Query: no 16:14:33: * User clip planes: no 16:14:33: * VET_UBYTE4 vertex element type: no 16:14:33: * Infinite far plane projection: no 16:14:33: * Hardware render-to-texture: yes 16:14:33: * Floating point textures: no 16:14:33: * Non-power-of-two textures: yes (limited) 16:14:33: * Volume textures: yes 16:14:33: * Multiple Render Targets: 1 16:14:33: - With different bit depths: no 16:14:33: * Point Sprites: yes 16:14:33: * Extended point parameters: yes 16:14:33: * Max Point Size: 10 16:14:33: * Vertex texture fetch: no 16:14:33: * Number of world matrices: 0 16:14:33: * Number of texture units: 8 16:14:33: * Stencil buffer depth: 8 16:14:33: * Number of vertex blend matrices: 0 16:14:33: * Render to Vertex Buffer : no 16:14:33: * DirectX per stage constants: yes 16:14:33: *************************************** 16:14:33: *** D3D9 : Subsystem Initialised OK *** 16:14:33: *************************************** 16:14:33: DefaultWorkQueue('Root') initialising on thread 0032C0D8. 16:14:33: Particle Renderer Type 'billboard' registered 16:14:33: DefaultWorkQueue('Root')::WorkerFunc - thread 0033ABA0 starting. 16:14:33: SceneManagerFactory for type 'OctreeSceneManager' registered. 16:14:33: SceneManagerFactory for type 'TerrainSceneManager' registered. 16:14:33: Added resource location 'media' of type 'FileSystem' to resource group 'General' 16:14:33: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General' 16:14:33: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General' 16:14:33: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General' 16:14:33: Added resource location 'media//models' of type 'FileSystem' to resource group 'General' 16:14:33: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General' 16:14:33: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General' 16:14:33: Parsing scripts for resource group Autodetect 16:14:33: Finished parsing scripts for resource group Autodetect 16:14:33: Parsing scripts for resource group General 16:14:33: Parsing script AmbientOcclusion.program 16:14:33: Parsing script StdQuad_vp.program 16:14:33: Parsing script Intro.material 16:14:33: Parsing script AmbientOcclusion.material 16:14:33: Parsing script AmbientOcclusion.compositor 16:14:33: Finished parsing scripts for resource group General 16:14:33: Parsing scripts for resource group Internal 16:14:33: Finished parsing scripts for resource group Internal 16:14:33: : initializing scene manager 16:14:33: TerrainSceneManager: Registered a new PageSource for type Heightmap 16:14:33: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation: Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported. Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported. 16:14:33: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation: Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported. Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported. 16:14:33: CompositorChain: Compositor AmbientOcclusion has no supported techniques. 16:14:33: : initializing fonts 16:14:33: Font BasicFontusing texture size 2048x2048 16:14:33: DefaultWorkQueue('Root')::WorkerFunc - thread 0033AB70 starting. 16:14:33: Info: Freetype returned null for character 32 in font BasicFont 16:14:33: Info: Freetype returned null for character 160 in font BasicFont 16:14:33: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 16:14:33: Font BasicFontItalicusing texture size 2048x2048 16:14:33: Info: Freetype returned null for character 32 in font BasicFontItalic 16:14:33: Info: Freetype returned null for character 160 in font BasicFontItalic 16:14:33: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 16:14:33: : initializing audio 16:14:34: : initializing input 16:14:34: : Map resource location set as media\maps\map1 16:14:34: : Using save folder 16:14:34: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:14:34: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1. 16:14:34: : latest available version: beta 0.5 16:14:34: : application start done 16:14:34: : rendering the first frame 16:14:34: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 16:14:34: : first frame rendered ok 16:14:34: : adding frame listener 16:14:34: : run simulation 16:14:35: : game init start 16:14:35: Creating resource group sessionResourceGroup 16:14:35: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup' 16:14:35: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup' 16:14:35: Initialising resource group sessionResourceGroup 16:14:35: Parsing scripts for resource group sessionResourceGroup 16:14:35: Parsing script NormalAndDepth.program 16:14:35: Parsing script soldieroutline.program 16:14:35: Parsing script soldierskin.program 16:14:35: Parsing script StdQuad_vp.program 16:14:35: Parsing script terrain.program 16:14:35: Parsing script Blood.material 16:14:35: Parsing script Branch.material 16:14:35: Parsing script BuildingBase.material 16:14:35: Parsing script Bullet.material 16:14:35: Parsing script BulletTrail.material 16:14:35: Parsing script BushPlant.material 16:14:35: Parsing script ChatBubble.material 16:14:35: Parsing script Container.material 16:14:35: Parsing script Crate.material 16:14:35: Parsing script Crosshair.material 16:14:35: Parsing script Dust.material 16:14:35: Parsing script Explosion.material 16:14:35: Parsing script FarmFence.material 16:14:35: Parsing script Flame.material 16:14:35: Parsing script GrassUp.material 16:14:35: Parsing script GrenadeCrate.material 16:14:35: Parsing script Hud.material 16:14:35: Parsing script lines.material 16:14:35: Parsing script MapView.material 16:14:35: Parsing script MenuSystem.material 16:14:35: Parsing script MultiStoryBuilding.material 16:14:35: Parsing script NormalAndDepth.material 16:14:35: Parsing script Piece.material 16:14:35: Parsing script Plant.material 16:14:35: Parsing script Platform.material 16:14:35: Parsing script PlayerFarMarker.material 16:14:35: Parsing script PlayerMarker.material 16:14:35: Parsing script RoadLine.material 16:14:35: Parsing script Rock.material 16:14:35: Parsing script SandBagWall.material 16:14:35: Parsing script SecurityFence.material 16:14:35: Parsing script ShadowBranch.material 16:14:35: Parsing script ShadowPixel.material 16:14:35: Parsing script ShadowPlant.material 16:14:35: Parsing script ShoePrint.material 16:14:35: Parsing script smoke.material 16:14:35: Parsing script Soldier3dPixel.material 16:14:35: Parsing script StoneWall.material 16:14:35: Parsing script terrain.material 16:14:35: Parsing script TreeGroundBase.material 16:14:35: Parsing script Trench.material 16:14:35: Parsing script Weapon3dPixel.material 16:14:35: Parsing script ZebraCrossing.material 16:14:35: Parsing script Burst.particle 16:14:35: Parsing script Dust.particle 16:14:35: Parsing script Explosion.particle 16:14:35: Parsing script MinorExplosion.particle 16:14:35: Parsing script Muzzle.particle 16:14:35: Finished parsing scripts for resource group sessionResourceGroup 16:14:35: : initializing terrain 16:14:35: TerrainSceneManager: Activated PageSource Heightmap 16:14:35: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 16:14:35: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:14:35: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:35: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:14:35: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:35: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:14:35: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 16:14:35: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 16:14:35: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 16:14:35: : names loaded 16:14:35: : loading weapon specifications 16:14:35: : weapon:AK47 16:14:35: : weapon:G36 16:14:35: : weapon:M240 16:14:35: : weapon:MP5SD 16:14:35: : weapon specifications loaded 16:14:35: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 16:14:35: D3D9 : ***** Dimensions altered by the render system 16:14:35: D3D9 : ***** Source image dimensions : 80x80 16:14:35: D3D9 : ***** Texture dimensions : 128x128 16:14:35: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 16:14:35: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:36: : world loaded 16:14:36: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:36: : worldblocks loaded 16:14:36: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:36: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:36: : loading world objects 16:14:36: : layer: materials 16:14:36: : layer: dirt 16:14:36: : layer: grass 16:14:36: : layer: sand 16:14:36: : layer: asphalt 16:14:36: : layer: road 16:14:36: : layer: height 16:14:36: : layer: bases 16:14:36: : layer: objects 16:14:36: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 16:14:36: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:36: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:14:36: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 16:14:36: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 16:14:36: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 16:14:36: Texture: multistorybuilding_dark_other.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 16:14:36: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 16:14:36: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 16:14:36: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:14:36: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:14:37: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:14:37: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:37: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:37: D3D9 : ***** Dimensions altered by the render system 16:14:37: D3D9 : ***** Source image dimensions : 181x256 16:14:37: D3D9 : ***** Texture dimensions : 256x256 16:14:37: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:37: D3D9 : ***** Dimensions altered by the render system 16:14:37: D3D9 : ***** Source image dimensions : 196x256 16:14:37: D3D9 : ***** Texture dimensions : 256x256 16:14:37: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:37: D3D9 : ***** Dimensions altered by the render system 16:14:37: D3D9 : ***** Source image dimensions : 196x256 16:14:37: D3D9 : ***** Texture dimensions : 256x256 16:14:37: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:37: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:37: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:38: : layer: walls 16:14:38: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 16:14:38: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 16:14:38: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 16:14:40: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:14:40: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1. 16:14:40: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:40: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:48: : soldiers loaded 16:14:48: : crate debris loaded 16:14:48: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 16:14:48: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1. 16:14:48: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 16:14:48: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1. 16:14:48: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1. 16:14:48: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1. 16:14:48: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1. 16:14:48: Texture: map.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1. 16:14:48: Texture: mapview_goodies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:48: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 16:14:48: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 16:14:48: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 16:14:48: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:48: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:48: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1. 16:14:48: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:48: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:48: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:48: : scene loaded 16:14:48: : sounds loaded 16:14:48: : settings loaded 16:14:48: : game init done 16:14:48: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 16:14:48: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:48: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:48: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 16:14:48: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 16:14:48: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 16:14:49: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 16:14:49: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1. 16:14:49: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 16:14:49: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 16:14:50: Texture: hud_m240.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1. |
Author: | pasik [ Thu Oct 27, 2011 12:36 pm ] |
Post subject: | Re: 0.5 crash at startup |
Thanks. I was actually hoping to get some more info from the log, but not this time I guess. Bunch of things that I sort of expected, certain shaders can't be used and some textures are forced to power of 2 dimensions, but nothing that would point to the crash clearly. I still suspect it's the skeleton -- I'll add some more checks around the stuff that might cause this later today and I'll make a build or two for you to test, let's track this thing down, ok? ![]() |
Author: | pasik [ Thu Oct 27, 2011 3:41 pm ] |
Post subject: | Re: 0.5 crash at startup |
I sent you a private message with the link to the fix, let me know how it goes. |
Author: | pasik [ Fri Oct 28, 2011 2:45 pm ] |
Post subject: | Re: 0.5 crash at startup |
Just for anyone else with this issue, the fix is a good one and it will be out this weekend, likely Sunday. Thanks Rendered! |
Author: | Matt_S [ Mon Oct 31, 2011 2:22 am ] |
Post subject: | Re: 0.5 crash at startup |
I just downloaded version 0.51, and I'm getting what appears to be the same crash. The problem signature: Code: Problem Event Name: APPCRASH Application Name: rwr_game.exe Application Version: 0.0.0.0 Application Timestamp: 4eabee02 Fault Module Name: RenderSystem_Direct3D9.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 4cd3ef26 Exception Code: c0000005 Exception Offset: 0001fac7 OS Version: 6.0.6002.2.2.0.768.3 Locale ID: 1033 Additional Information 1: fd00 Additional Information 2: ea6f5fe8924aaa756324d57f87834160 Additional Information 3: fd00 Additional Information 4: ea6f5fe8924aaa756324d57f87834160 And the log: Code: 21:02:18: Creating resource group General 21:02:18: Creating resource group Internal 21:02:18: Creating resource group Autodetect 21:02:18: SceneManagerFactory for type 'DefaultSceneManager' registered. 21:02:18: Registering ResourceManager for type Material 21:02:18: Registering ResourceManager for type Mesh 21:02:18: Registering ResourceManager for type Skeleton 21:02:18: MovableObjectFactory for type 'ParticleSystem' registered. 21:02:18: OverlayElementFactory for type Panel registered. 21:02:18: OverlayElementFactory for type BorderPanel registered. 21:02:18: OverlayElementFactory for type TextArea registered. 21:02:18: Registering ResourceManager for type Font 21:02:18: ArchiveFactory for archive type FileSystem registered. 21:02:18: ArchiveFactory for archive type Zip registered. 21:02:18: DDS codec registering 21:02:18: FreeImage version: 3.13.1 21:02:18: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 21:02:18: 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 21:02:18: Registering ResourceManager for type HighLevelGpuProgram 21:02:18: Registering ResourceManager for type Compositor 21:02:18: MovableObjectFactory for type 'Entity' registered. 21:02:18: MovableObjectFactory for type 'Light' registered. 21:02:18: MovableObjectFactory for type 'BillboardSet' registered. 21:02:18: MovableObjectFactory for type 'ManualObject' registered. 21:02:18: MovableObjectFactory for type 'BillboardChain' registered. 21:02:18: MovableObjectFactory for type 'RibbonTrail' registered. 21:02:18: *-*-* OGRE Initialising 21:02:18: *-*-* Version 1.7.2 (Cthugha) 21:02:18: : initializing graphics 21:02:18: : loading plugins 21:02:18: Loading library RenderSystem_Direct3D9 21:02:18: Installing plugin: D3D9 RenderSystem 21:02:18: D3D9 : Direct3D9 Rendering Subsystem created. 21:02:19: D3D9: Driver Detection Starts 21:02:19: D3D9: Driver Detection Ends 21:02:19: Plugin successfully installed 21:02:19: Loading library Plugin_CgProgramManager 21:02:19: Installing plugin: Cg Program Manager 21:02:19: Plugin successfully installed 21:02:19: Loading library Plugin_OctreeSceneManager 21:02:19: Installing plugin: Octree & Terrain Scene Manager 21:02:19: Plugin successfully installed 21:02:19: Loading library Plugin_ParticleFX 21:02:19: Installing plugin: ParticleFX 21:02:19: Particle Emitter Type 'Point' registered 21:02:19: Particle Emitter Type 'Box' registered 21:02:19: Particle Emitter Type 'Ellipsoid' registered 21:02:19: Particle Emitter Type 'Cylinder' registered 21:02:19: Particle Emitter Type 'Ring' registered 21:02:19: Particle Emitter Type 'HollowEllipsoid' registered 21:02:19: Particle Affector Type 'LinearForce' registered 21:02:19: Particle Affector Type 'ColourFader' registered 21:02:19: Particle Affector Type 'ColourFader2' registered 21:02:19: Particle Affector Type 'ColourImage' registered 21:02:19: Particle Affector Type 'ColourInterpolator' registered 21:02:19: Particle Affector Type 'Scaler' registered 21:02:19: Particle Affector Type 'Rotator' registered 21:02:19: Particle Affector Type 'DirectionRandomiser' registered 21:02:19: Particle Affector Type 'DeflectorPlane' registered 21:02:19: Plugin successfully installed 21:02:19: : initializing render system 21:02:20: D3D9 : RenderSystem Option: Allow NVPerfHUD = No 21:02:20: D3D9 : RenderSystem Option: Floating-point mode = Fastest 21:02:20: D3D9 : RenderSystem Option: FSAA = 0 21:02:20: D3D9 : RenderSystem Option: Full Screen = Yes 21:02:20: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No 21:02:20: D3D9 : RenderSystem Option: VSync = Yes 21:02:20: D3D9 : RenderSystem Option: VSync Interval = 1 21:02:20: D3D9 : RenderSystem Option: Video Mode = 1280 x 800 @ 32-bit colour 21:02:20: : initializing render window 21:02:20: CPU Identifier & Features 21:02:20: ------------------------- 21:02:20: * CPU ID: AuthenticAMD: AMD Turion(tm) 64 X2 Mobile Technology TL-58 21:02:20: * SSE: yes 21:02:20: * SSE2: yes 21:02:20: * SSE3: yes 21:02:20: * MMX: yes 21:02:20: * MMXEXT: yes 21:02:20: * 3DNOW: yes 21:02:20: * 3DNOWEXT: yes 21:02:20: * CMOV: yes 21:02:20: * TSC: yes 21:02:20: * FPU: yes 21:02:20: * PRO: yes 21:02:20: * HT: no 21:02:20: ------------------------- 21:02:20: D3D9 : Subsystem Initialising 21:02:20: Registering ResourceManager for type Texture 21:02:20: Registering ResourceManager for type GpuProgram 21:02:20: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x800 fullscreen miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1 21:02:20: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1280x800, 32bpp 21:02:20: D3D9 : Multi head disabled. It causes application run time crashes when used in Vista + SP 1 or 2 combination 21:02:21: RenderSystem capabilities 21:02:21: ------------------------- 21:02:21: RenderSystem Name: Direct3D9 Rendering Subsystem 21:02:21: GPU Vendor: ati 21:02:21: Device Name: Monitor-1-ATI Radeon X1200 Series 21:02:21: Driver Version: 8.14.10.647 21:02:21: * Fixed function pipeline: yes 21:02:21: * Hardware generation of mipmaps: yes 21:02:21: * Texture blending: yes 21:02:21: * Anisotropic texture filtering: yes 21:02:21: * Dot product texture operation: yes 21:02:21: * Cube mapping: yes 21:02:21: * Hardware stencil buffer: yes 21:02:21: - Stencil depth: 8 21:02:21: - Two sided stencil support: yes 21:02:21: - Wrap stencil values: yes 21:02:21: * Hardware vertex / index buffers: yes 21:02:21: * Vertex programs: yes 21:02:21: * Number of floating-point constants for vertex programs: 256 21:02:21: * Number of integer constants for vertex programs: 16 21:02:21: * Number of boolean constants for vertex programs: 16 21:02:21: * Fragment programs: yes 21:02:21: * Number of floating-point constants for fragment programs: 32 21:02:21: * Number of integer constants for fragment programs: 16 21:02:21: * Number of boolean constants for fragment programs: 16 21:02:21: * Geometry programs: no 21:02:21: * Number of floating-point constants for geometry programs: 0 21:02:21: * Number of integer constants for geometry programs: 0 21:02:21: * Number of boolean constants for geometry programs: 0 21:02:21: * 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 21:02:21: * Texture Compression: yes 21:02:21: - DXT: yes 21:02:21: - VTC: no 21:02:21: - PVRTC: no 21:02:21: * Scissor Rectangle: yes 21:02:21: * Hardware Occlusion Query: yes 21:02:21: * User clip planes: yes 21:02:21: * VET_UBYTE4 vertex element type: yes 21:02:21: * Infinite far plane projection: yes 21:02:21: * Hardware render-to-texture: yes 21:02:21: * Floating point textures: yes 21:02:21: * Non-power-of-two textures: yes (limited) 21:02:21: * Volume textures: yes 21:02:21: * Multiple Render Targets: 4 21:02:21: - With different bit depths: no 21:02:21: * Point Sprites: yes 21:02:21: * Extended point parameters: yes 21:02:21: * Max Point Size: 10 21:02:21: * Vertex texture fetch: no 21:02:21: * Number of world matrices: 0 21:02:21: * Number of texture units: 8 21:02:21: * Stencil buffer depth: 8 21:02:21: * Number of vertex blend matrices: 0 21:02:21: * Render to Vertex Buffer : no 21:02:21: * DirectX per stage constants: no 21:02:21: *************************************** 21:02:21: *** D3D9 : Subsystem Initialised OK *** 21:02:21: *************************************** 21:02:21: DefaultWorkQueue('Root') initialising on thread 00356398. 21:02:21: DefaultWorkQueue('Root')::WorkerFunc - thread 00353788 starting. 21:02:21: DefaultWorkQueue('Root')::WorkerFunc - thread 00353758 starting. 21:02:21: Particle Renderer Type 'billboard' registered 21:02:21: SceneManagerFactory for type 'OctreeSceneManager' registered. 21:02:21: SceneManagerFactory for type 'TerrainSceneManager' registered. 21:02:21: Added resource location 'media' of type 'FileSystem' to resource group 'General' 21:02:22: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General' 21:02:22: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General' 21:02:23: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General' 21:02:23: Added resource location 'media//models' of type 'FileSystem' to resource group 'General' 21:02:23: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General' 21:02:23: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General' 21:02:23: Parsing scripts for resource group Autodetect 21:02:23: Finished parsing scripts for resource group Autodetect 21:02:23: Parsing scripts for resource group General 21:02:23: Parsing script AmbientOcclusion.program 21:02:23: Parsing script StdQuad_vp.program 21:02:24: Parsing script Intro.material 21:02:24: Parsing script AmbientOcclusion.material 21:02:24: Parsing script AmbientOcclusion.compositor 21:02:24: Finished parsing scripts for resource group General 21:02:24: Parsing scripts for resource group Internal 21:02:24: Finished parsing scripts for resource group Internal 21:02:24: : initializing scene manager 21:02:24: TerrainSceneManager: Registered a new PageSource for type Heightmap 21:02:24: : initializing fonts 21:02:27: Font BasicFontusing texture size 2048x2048 21:02:27: Info: Freetype returned null for character 32 in font BasicFont 21:02:27: Info: Freetype returned null for character 160 in font BasicFont 21:02:27: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 21:02:28: Font BasicFontItalicusing texture size 2048x2048 21:02:28: Info: Freetype returned null for character 32 in font BasicFontItalic 21:02:28: Info: Freetype returned null for character 160 in font BasicFontItalic 21:02:28: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 21:02:28: : initializing audio 21:02:30: : initializing input 21:02:31: : Map resource location set as media\maps\map1 21:02:31: : Using save folder 21:02:31: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 21:02:31: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1. 21:02:32: : latest available version: beta 0.51 21:02:32: : application start done 21:02:32: : rendering the first frame 21:02:33: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 21:02:34: : first frame rendered ok 21:02:34: : adding frame listener 21:02:34: : run simulation 21:02:34: : game init start 21:02:34: Creating resource group sessionResourceGroup 21:02:34: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup' 21:02:34: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup' 21:02:34: Initialising resource group sessionResourceGroup 21:02:34: Parsing scripts for resource group sessionResourceGroup 21:02:34: Parsing script NormalAndDepth.program 21:02:34: Parsing script soldieroutline.program 21:02:34: Parsing script soldierskin.program 21:02:34: Parsing script StdQuad_vp.program 21:02:34: Parsing script terrain.program 21:02:34: Parsing script Blood.material 21:02:34: Parsing script Branch.material 21:02:34: Parsing script BuildingBase.material 21:02:34: Parsing script Bullet.material 21:02:34: Parsing script BulletTrail.material 21:02:34: Parsing script BushPlant.material 21:02:34: Parsing script ChatBubble.material 21:02:34: Parsing script Container.material 21:02:34: Parsing script Crate.material 21:02:34: Parsing script Crosshair.material 21:02:34: Parsing script Dust.material 21:02:34: Parsing script Explosion.material 21:02:34: Parsing script FarmFence.material 21:02:34: Parsing script Flame.material 21:02:34: Parsing script GrassUp.material 21:02:34: Parsing script GrenadeCrate.material 21:02:35: Parsing script Hud.material 21:02:35: Parsing script lines.material 21:02:35: Parsing script MapView.material 21:02:35: Parsing script MenuSystem.material 21:02:35: Parsing script MultiStoryBuilding.material 21:02:35: Parsing script NormalAndDepth.material 21:02:35: Parsing script Piece.material 21:02:35: Parsing script Plant.material 21:02:35: Parsing script Platform.material 21:02:35: Parsing script PlayerFarMarker.material 21:02:35: Parsing script PlayerMarker.material 21:02:35: Parsing script RoadLine.material 21:02:35: Parsing script Rock.material 21:02:35: Parsing script SandBagWall.material 21:02:35: Parsing script SecurityFence.material 21:02:35: Parsing script ShadowBranch.material 21:02:35: Parsing script ShadowPixel.material 21:02:35: Parsing script ShadowPlant.material 21:02:35: Parsing script ShoePrint.material 21:02:35: Parsing script smoke.material 21:02:35: Parsing script Soldier3dPixel.material 21:02:35: Parsing script StoneWall.material 21:02:35: Parsing script terrain.material 21:02:35: Parsing script TreeGroundBase.material 21:02:35: Parsing script Trench.material 21:02:35: Parsing script Weapon3dPixel.material 21:02:35: Parsing script ZebraCrossing.material 21:02:35: Parsing script Burst.particle 21:02:35: Parsing script Dust.particle 21:02:35: Parsing script Explosion.particle 21:02:35: Parsing script MinorExplosion.particle 21:02:35: Parsing script Muzzle.particle 21:02:35: Finished parsing scripts for resource group sessionResourceGroup 21:02:35: : initializing terrain 21:02:35: TerrainSceneManager: Activated PageSource Heightmap 21:02:35: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 21:02:35: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 21:02:35: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:35: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 21:02:35: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:35: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 21:02:35: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 21:02:35: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 21:02:35: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 21:02:36: : names loaded 21:02:36: : loading weapon specifications 21:02:36: : weapon:AK47 21:02:36: : weapon:G36 21:02:36: : weapon:M240 21:02:36: : weapon:MP5SD 21:02:36: : weapon specifications loaded 21:02:36: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 21:02:36: D3D9 : ***** Dimensions altered by the render system 21:02:36: D3D9 : ***** Source image dimensions : 80x80 21:02:36: D3D9 : ***** Texture dimensions : 128x128 21:02:36: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 21:02:36: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:36: : world loaded 21:02:36: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:02:36: : worldblocks loaded 21:02:37: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 21:02:37: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 21:02:38: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:38: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:38: : loading world objects 21:02:38: : layer: materials 21:02:39: : layer: dirt 21:02:39: : layer: grass 21:02:39: : layer: sand 21:02:39: : layer: asphalt 21:02:39: : layer: road 21:02:39: : layer: height 21:02:39: : layer: bases 21:02:39: : layer: objects 21:02:39: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 21:02:39: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:39: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 21:02:39: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 21:02:39: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 21:02:39: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 21:02:39: Texture: multistorybuilding_dark_other.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 21:02:39: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 21:02:40: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 21:02:40: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 21:02:40: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:40: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:41: D3D9 : ***** Dimensions altered by the render system 21:02:41: D3D9 : ***** Source image dimensions : 181x256 21:02:41: D3D9 : ***** Texture dimensions : 256x256 21:02:41: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:41: D3D9 : ***** Dimensions altered by the render system 21:02:41: D3D9 : ***** Source image dimensions : 196x256 21:02:41: D3D9 : ***** Texture dimensions : 256x256 21:02:41: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:41: D3D9 : ***** Dimensions altered by the render system 21:02:41: D3D9 : ***** Source image dimensions : 196x256 21:02:41: D3D9 : ***** Texture dimensions : 256x256 21:02:41: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:41: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:41: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:42: : layer: walls 21:02:42: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 21:02:42: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 21:02:42: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 21:02:45: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 21:02:45: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1. 21:02:45: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:02:46: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:58: : soldiers loaded 21:02:58: : crate debris loaded 21:02:58: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 21:02:58: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1. 21:02:58: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 21:02:58: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1. 21:02:58: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1. 21:02:58: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1. 21:02:58: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1. 21:02:58: Texture: map.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1. 21:02:58: Texture: mapview_goodies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:02:58: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 21:02:58: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 21:02:58: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 21:02:58: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:58: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 21:02:58: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:58: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:58: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 21:02:58: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 21:02:58: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 21:03:06: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:03:06: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1. 21:03:06: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:03:06: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:03:06: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:03:07: : scene loaded 21:03:09: : sounds loaded 21:03:09: : settings loaded 21:03:09: : game init done 21:03:11: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 21:03:11: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 21:03:11: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. It loads up the main menu, the camera starts sliding over to my character, and then it crashes. |
Author: | pasik [ Mon Oct 31, 2011 8:36 am ] |
Post subject: | Re: 0.5 crash at startup |
Yours is likely a slightly different issue, as your graphics card has support for vertex shaders. Maybe it hits a limitation somewhere related to this skeleton optimization. I'll create a custom build for you to try later today. |
Page 1 of 2 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |