RUNNING WITH RIFLES http://www.runningwithrifles.com/phpBB3/ |
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RWR Freezes After Short Time http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=404 |
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Author: | camelfilters [ Fri Apr 27, 2012 1:45 am ] |
Post subject: | RWR Freezes After Short Time |
Call me foolish, but for the life of me, I can't figure out what's wrong. I bought the game today, and I started playing, but after a very short time, RWR either crashes or freezes my PC to the point that I have to manually reset it. Any help would be appreciated very much. Thanks! |
Author: | camelfilters [ Fri Apr 27, 2012 1:59 am ] |
Post subject: | Re: RWR Freezes After Short Time |
I looked around on the forums, and the config.log tells me this: Code: 21:34:35: Creating resource group General 21:34:35: Creating resource group Internal 21:34:35: Creating resource group Autodetect 21:34:35: SceneManagerFactory for type 'DefaultSceneManager' registered. 21:34:35: Registering ResourceManager for type Material 21:34:35: Registering ResourceManager for type Mesh 21:34:35: Registering ResourceManager for type Skeleton 21:34:35: MovableObjectFactory for type 'ParticleSystem' registered. 21:34:35: OverlayElementFactory for type Panel registered. 21:34:35: OverlayElementFactory for type BorderPanel registered. 21:34:35: OverlayElementFactory for type TextArea registered. 21:34:35: Registering ResourceManager for type Font 21:34:35: ArchiveFactory for archive type FileSystem registered. 21:34:35: ArchiveFactory for archive type Zip registered. 21:34:35: DDS codec registering 21:34:35: FreeImage version: 3.13.1 21:34:35: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 21:34:35: 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 21:34:35: Registering ResourceManager for type HighLevelGpuProgram 21:34:35: Registering ResourceManager for type Compositor 21:34:35: MovableObjectFactory for type 'Entity' registered. 21:34:35: MovableObjectFactory for type 'Light' registered. 21:34:35: MovableObjectFactory for type 'BillboardSet' registered. 21:34:35: MovableObjectFactory for type 'ManualObject' registered. 21:34:35: MovableObjectFactory for type 'BillboardChain' registered. 21:34:35: MovableObjectFactory for type 'RibbonTrail' registered. 21:34:35: *-*-* OGRE Initialising 21:34:35: *-*-* Version 1.7.2 (Cthugha) 21:34:35: : Config file load ok 21:34:35: : Loading plugin RenderSystem_Direct3D9 21:34:35: Loading library RenderSystem_Direct3D9 21:34:35: Installing plugin: D3D9 RenderSystem 21:34:35: D3D9 : Direct3D9 Rendering Subsystem created. 21:34:35: D3D9: Driver Detection Starts 21:34:35: D3D9: Driver Detection Ends 21:34:35: Plugin successfully installed 21:34:35: : Locating Render system 21:34:35: : Acceptable resolutions = 44 21:34:37: *-*-* OGRE Shutdown 21:34:37: Unregistering ResourceManager for type Compositor 21:34:37: Unregistering ResourceManager for type Font 21:34:37: Unregistering ResourceManager for type Skeleton 21:34:37: Unregistering ResourceManager for type Mesh 21:34:37: Unregistering ResourceManager for type HighLevelGpuProgram 21:34:37: Uninstalling plugin: D3D9 RenderSystem 21:34:37: D3D9 : Shutting down cleanly. 21:34:37: D3D9 : Direct3D9 Rendering Subsystem destroyed. 21:34:37: Plugin successfully uninstalled 21:34:37: Unloading library RenderSystem_Direct3D9 21:34:37: Unregistering ResourceManager for type Material Hopefully this will speed things along a little bit towards finding out what the problem is. I'm dying to play this game! |
Author: | pasik [ Fri Apr 27, 2012 10:21 am ] |
Post subject: | Re: RWR Freezes After Short Time |
Hi camelfilters and welcome to the forum! ![]() Can you also locate rwr_game.log in the same place you found the config log? Please copy&paste that too here on the forum or send the file to pasi.kainiemi@modulaatio.com. Did you get to actually play the game at all or does it crash/freeze in the loading screen? Also, did you try the demo at all, was it working just fine? |
Author: | camelfilters [ Fri Apr 27, 2012 5:28 pm ] |
Post subject: | Re: RWR Freezes After Short Time |
Thanks for the warm welcome and the quick response. ![]() game.log is as follows: Code: 00:40:07: Creating resource group General 00:40:07: Creating resource group Internal 00:40:07: Creating resource group Autodetect 00:40:07: SceneManagerFactory for type 'DefaultSceneManager' registered. 00:40:07: Registering ResourceManager for type Material 00:40:07: Registering ResourceManager for type Mesh 00:40:07: Registering ResourceManager for type Skeleton 00:40:07: MovableObjectFactory for type 'ParticleSystem' registered. 00:40:07: OverlayElementFactory for type Panel registered. 00:40:07: OverlayElementFactory for type BorderPanel registered. 00:40:07: OverlayElementFactory for type TextArea registered. 00:40:07: Registering ResourceManager for type Font 00:40:07: ArchiveFactory for archive type FileSystem registered. 00:40:07: ArchiveFactory for archive type Zip registered. 00:40:07: DDS codec registering 00:40:07: FreeImage version: 3.13.1 00:40:07: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 00:40:07: 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 00:40:07: Registering ResourceManager for type HighLevelGpuProgram 00:40:07: Registering ResourceManager for type Compositor 00:40:07: MovableObjectFactory for type 'Entity' registered. 00:40:07: MovableObjectFactory for type 'Light' registered. 00:40:07: MovableObjectFactory for type 'BillboardSet' registered. 00:40:07: MovableObjectFactory for type 'ManualObject' registered. 00:40:07: MovableObjectFactory for type 'BillboardChain' registered. 00:40:07: MovableObjectFactory for type 'RibbonTrail' registered. 00:40:07: *-*-* OGRE Initialising 00:40:07: *-*-* Version 1.7.2 (Cthugha) 00:40:07: : initializing graphics 00:40:07: : loading plugins 00:40:07: Loading library RenderSystem_Direct3D9 00:40:07: Installing plugin: D3D9 RenderSystem 00:40:07: D3D9 : Direct3D9 Rendering Subsystem created. 00:40:07: D3D9: Driver Detection Starts 00:40:07: D3D9: Driver Detection Ends 00:40:07: Plugin successfully installed 00:40:07: Loading library Plugin_CgProgramManager 00:40:07: Installing plugin: Cg Program Manager 00:40:07: Plugin successfully installed 00:40:07: Loading library Plugin_OctreeSceneManager 00:40:07: Installing plugin: Octree & Terrain Scene Manager 00:40:07: Plugin successfully installed 00:40:07: Loading library Plugin_ParticleFX 00:40:07: Installing plugin: ParticleFX 00:40:07: Particle Emitter Type 'Point' registered 00:40:07: Particle Emitter Type 'Box' registered 00:40:07: Particle Emitter Type 'Ellipsoid' registered 00:40:07: Particle Emitter Type 'Cylinder' registered 00:40:07: Particle Emitter Type 'Ring' registered 00:40:07: Particle Emitter Type 'HollowEllipsoid' registered 00:40:07: Particle Affector Type 'LinearForce' registered 00:40:07: Particle Affector Type 'ColourFader' registered 00:40:07: Particle Affector Type 'ColourFader2' registered 00:40:07: Particle Affector Type 'ColourImage' registered 00:40:07: Particle Affector Type 'ColourInterpolator' registered 00:40:07: Particle Affector Type 'Scaler' registered 00:40:07: Particle Affector Type 'Rotator' registered 00:40:07: Particle Affector Type 'DirectionRandomiser' registered 00:40:07: Particle Affector Type 'DeflectorPlane' registered 00:40:07: Plugin successfully installed 00:40:07: : initializing render system 00:40:07: D3D9 : RenderSystem Option: Allow NVPerfHUD = No 00:40:07: D3D9 : RenderSystem Option: Floating-point mode = Fastest 00:40:07: D3D9 : RenderSystem Option: FSAA = 4 00:40:07: D3D9 : RenderSystem Option: Full Screen = No 00:40:07: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No 00:40:07: D3D9 : RenderSystem Option: VSync = No 00:40:07: D3D9 : RenderSystem Option: Video Mode = 1440 x 900 @ 32-bit colour 00:40:07: : initializing render window 00:40:07: CPU Identifier & Features 00:40:07: ------------------------- 00:40:07: * CPU ID: AuthenticAMD: AMD A6-3650 APU with Radeon(tm) HD Graphics 00:40:07: * SSE: yes 00:40:07: * SSE2: yes 00:40:07: * SSE3: yes 00:40:07: * MMX: yes 00:40:07: * MMXEXT: yes 00:40:07: * 3DNOW: yes 00:40:07: * 3DNOWEXT: yes 00:40:07: * CMOV: yes 00:40:07: * TSC: yes 00:40:07: * FPU: yes 00:40:07: * PRO: yes 00:40:07: * HT: no 00:40:07: ------------------------- 00:40:07: D3D9 : Subsystem Initialising 00:40:07: Registering ResourceManager for type Texture 00:40:07: Registering ResourceManager for type GpuProgram 00:40:07: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2012", 1440x900 windowed miscParams: FSAA=4 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1 00:40:07: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2012' : 1440x900, 32bpp 00:40:07: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem. 00:40:07: D3D9: Vertex texture format supported - PF_L8 00:40:07: D3D9: Vertex texture format supported - PF_L16 00:40:07: D3D9: Vertex texture format supported - PF_A8 00:40:07: D3D9: Vertex texture format supported - PF_A4L4 00:40:07: D3D9: Vertex texture format supported - PF_BYTE_LA 00:40:07: D3D9: Vertex texture format supported - PF_R5G6B5 00:40:07: D3D9: Vertex texture format supported - PF_B5G6R5 00:40:07: D3D9: Vertex texture format supported - PF_A4R4G4B4 00:40:07: D3D9: Vertex texture format supported - PF_A1R5G5B5 00:40:07: D3D9: Vertex texture format supported - PF_A8R8G8B8 00:40:07: D3D9: Vertex texture format supported - PF_B8G8R8A8 00:40:07: D3D9: Vertex texture format supported - PF_A2R10G10B10 00:40:07: D3D9: Vertex texture format supported - PF_A2B10G10R10 00:40:07: D3D9: Vertex texture format supported - PF_DXT1 00:40:07: D3D9: Vertex texture format supported - PF_DXT2 00:40:07: D3D9: Vertex texture format supported - PF_DXT3 00:40:07: D3D9: Vertex texture format supported - PF_DXT4 00:40:07: D3D9: Vertex texture format supported - PF_DXT5 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_RGB 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_RGB 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA 00:40:07: D3D9: Vertex texture format supported - PF_X8R8G8B8 00:40:07: D3D9: Vertex texture format supported - PF_X8B8G8R8 00:40:07: D3D9: Vertex texture format supported - PF_R8G8B8A8 00:40:07: D3D9: Vertex texture format supported - PF_DEPTH 00:40:07: D3D9: Vertex texture format supported - PF_SHORT_RGBA 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_R 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_R 00:40:07: D3D9: Vertex texture format supported - PF_SHORT_GR 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_GR 00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_GR 00:40:07: D3D9: Vertex texture format supported - PF_SHORT_RGB 00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGB2 00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2 00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGB4 00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4 00:40:07: RenderSystem capabilities 00:40:07: ------------------------- 00:40:07: RenderSystem Name: Direct3D9 Rendering Subsystem 00:40:07: GPU Vendor: ati 00:40:07: Device Name: Monitor-1-ATI Radeon HD 5700 Series 00:40:07: Driver Version: 8.17.10.1114 00:40:07: * Fixed function pipeline: yes 00:40:07: * Hardware generation of mipmaps: yes 00:40:07: * Texture blending: yes 00:40:07: * Anisotropic texture filtering: yes 00:40:07: * Dot product texture operation: yes 00:40:07: * Cube mapping: yes 00:40:07: * Hardware stencil buffer: yes 00:40:07: - Stencil depth: 8 00:40:07: - Two sided stencil support: yes 00:40:07: - Wrap stencil values: yes 00:40:07: * Hardware vertex / index buffers: yes 00:40:07: * Vertex programs: yes 00:40:07: * Number of floating-point constants for vertex programs: 256 00:40:07: * Number of integer constants for vertex programs: 16 00:40:07: * Number of boolean constants for vertex programs: 16 00:40:07: * Fragment programs: yes 00:40:07: * Number of floating-point constants for fragment programs: 224 00:40:07: * Number of integer constants for fragment programs: 16 00:40:07: * Number of boolean constants for fragment programs: 16 00:40:07: * Geometry programs: no 00:40:07: * Number of floating-point constants for geometry programs: 0 00:40:07: * Number of integer constants for geometry programs: 0 00:40:07: * Number of boolean constants for geometry programs: 0 00:40:07: * 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 00:40:07: * Texture Compression: yes 00:40:07: - DXT: yes 00:40:07: - VTC: no 00:40:07: - PVRTC: no 00:40:07: * Scissor Rectangle: yes 00:40:07: * Hardware Occlusion Query: yes 00:40:07: * User clip planes: yes 00:40:07: * VET_UBYTE4 vertex element type: yes 00:40:07: * Infinite far plane projection: yes 00:40:07: * Hardware render-to-texture: yes 00:40:07: * Floating point textures: yes 00:40:07: * Non-power-of-two textures: yes 00:40:07: * Volume textures: yes 00:40:07: * Multiple Render Targets: 4 00:40:07: - With different bit depths: yes 00:40:07: * Point Sprites: yes 00:40:07: * Extended point parameters: yes 00:40:07: * Max Point Size: 10 00:40:07: * Vertex texture fetch: yes 00:40:07: * Number of world matrices: 0 00:40:07: * Number of texture units: 8 00:40:07: * Stencil buffer depth: 8 00:40:07: * Number of vertex blend matrices: 0 00:40:07: - Max vertex textures: 4 00:40:07: - Vertex textures shared: no 00:40:07: * Render to Vertex Buffer : no 00:40:07: * DirectX per stage constants: yes 00:40:07: *************************************** 00:40:07: *** D3D9 : Subsystem Initialised OK *** 00:40:07: *************************************** 00:40:07: DefaultWorkQueue('Root') initialising on thread 003EF548. 00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400518 starting. 00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400548 starting. 00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 004005A8 starting. 00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400608 starting. 00:40:07: Particle Renderer Type 'billboard' registered 00:40:07: SceneManagerFactory for type 'OctreeSceneManager' registered. 00:40:07: SceneManagerFactory for type 'TerrainSceneManager' registered. 00:40:07: Added resource location 'media' of type 'FileSystem' to resource group 'General' 00:40:07: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General' 00:40:07: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General' 00:40:07: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General' 00:40:07: Added resource location 'media//models' of type 'FileSystem' to resource group 'General' 00:40:07: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General' 00:40:07: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General' 00:40:07: Parsing scripts for resource group Autodetect 00:40:07: Finished parsing scripts for resource group Autodetect 00:40:07: Parsing scripts for resource group General 00:40:07: Parsing script ShadowCaster.program 00:40:07: Parsing script AmbientOcclusion.program 00:40:07: Parsing script StdQuad_vp.program 00:40:07: Parsing script Intro.material 00:40:07: Parsing script ShadowCaster.material 00:40:07: Parsing script AmbientOcclusion.material 00:40:07: Parsing script AmbientOcclusion.compositor 00:40:07: Finished parsing scripts for resource group General 00:40:07: Parsing scripts for resource group Internal 00:40:07: Finished parsing scripts for resource group Internal 00:40:07: : initializing scene manager 00:40:07: TerrainSceneManager: Registered a new PageSource for type Heightmap 00:40:07: : initializing fonts 00:40:07: Font BasicFontusing texture size 2048x2048 00:40:07: Info: Freetype returned null for character 32 in font BasicFont 00:40:07: Info: Freetype returned null for character 160 in font BasicFont 00:40:07: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 00:40:08: Font BasicFontItalicusing texture size 2048x2048 00:40:08: Info: Freetype returned null for character 32 in font BasicFontItalic 00:40:08: Info: Freetype returned null for character 160 in font BasicFontItalic 00:40:08: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 00:40:08: : initializing audio 00:40:08: : audio devices found: 1 00:40:08: : audio enabled 00:40:08: : 0: Generic Software 00:40:08: : using device 0 00:40:08: : initializing input 00:40:08: : Map resource location set as media\maps\map1 00:40:08: : Using save folder map1 00:40:08: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:08: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1. 00:40:08: : latest available version: beta 0.63 00:40:08: : application start done 00:40:08: : rendering the first frame 00:40:08: : first frame rendered ok 00:40:08: : adding frame listener 00:40:08: : run simulation 00:40:08: : starting rendering loop 00:40:09: : game init start 00:40:09: Creating resource group sessionResourceGroup 00:40:09: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup' 00:40:09: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup' 00:40:09: Initialising resource group sessionResourceGroup 00:40:09: Parsing scripts for resource group sessionResourceGroup 00:40:09: Parsing script Building.program 00:40:09: Parsing script NormalAndDepth.program 00:40:09: Parsing script soldieroutline.program 00:40:09: Parsing script soldierskin.program 00:40:09: Parsing script StdQuad_vp.program 00:40:09: Parsing script terrain.program 00:40:09: Parsing script tools.program 00:40:09: Parsing script WaterArea.program 00:40:09: Parsing script BackContour.material 00:40:09: Parsing script Blood.material 00:40:09: Parsing script Branch.material 00:40:09: Parsing script Building.material 00:40:09: Parsing script BuildingBase.material 00:40:09: Parsing script Bullet.material 00:40:09: Parsing script BulletTrail.material 00:40:09: Parsing script BushPlant.material 00:40:09: Parsing script ChatBubble.material 00:40:09: Parsing script Container.material 00:40:09: Parsing script Cord.material 00:40:09: Parsing script Crate.material 00:40:09: Parsing script Crosshair.material 00:40:09: Parsing script Dust.material 00:40:09: Parsing script Enclosure.material 00:40:09: Parsing script Explosion.material 00:40:09: Parsing script FarmFence.material 00:40:09: Parsing script Flame.material 00:40:09: Parsing script Foam.material 00:40:09: Parsing script GenericMesh.material 00:40:09: Parsing script GrassUp.material 00:40:09: Parsing script GrenadeCrate.material 00:40:09: Parsing script Hud.material 00:40:09: Parsing script lines.material 00:40:09: Parsing script MapView.material 00:40:09: Parsing script MenuSystem.material 00:40:09: Parsing script MiniRank.material 00:40:09: Parsing script NormalAndDepth.material 00:40:09: Parsing script Piece.material 00:40:09: Parsing script Pipe.material 00:40:09: Parsing script Plant.material 00:40:09: Parsing script Platform.material 00:40:09: Parsing script PlayerFarMarker.material 00:40:09: Parsing script PlayerMarker.material 00:40:09: Parsing script RoadLine.material 00:40:09: Parsing script Rock.material 00:40:09: Parsing script SecurityFence.material 00:40:09: Parsing script ShadowPixel.material 00:40:09: Parsing script ShadowPlant.material 00:40:09: Parsing script ShoePrint.material 00:40:09: Parsing script Sign.material 00:40:09: Parsing script smoke.material 00:40:09: Parsing script Soldier3dPixel.material 00:40:10: Parsing script terrain.material 00:40:10: Parsing script TreeGroundBase.material 00:40:10: Parsing script Trench.material 00:40:10: Parsing script Wall.material 00:40:10: Parsing script WaterArea.material 00:40:10: Parsing script Weapon3dPixel.material 00:40:10: Parsing script Weave.material 00:40:10: Parsing script ZebraCrossing.material 00:40:10: Parsing script Burst.particle 00:40:10: Parsing script Dust.particle 00:40:10: Parsing script Explosion.particle 00:40:10: Parsing script Foam.particle 00:40:10: Parsing script MinorExplosion.particle 00:40:10: Parsing script Muzzle.particle 00:40:10: Finished parsing scripts for resource group sessionResourceGroup 00:40:10: : best usable soldier render technique: HighDetailHWSkin 00:40:10: : HW skeleton supported: 1 00:40:10: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 00:40:10: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 00:40:10: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 00:40:10: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 00:40:10: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 00:40:10: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 00:40:10: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 00:40:10: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 00:40:10: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 00:40:10: Texture: isoline.png: Loading 1 faces(PF_R8G8B8,1x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1x256x1. 00:40:10: : best usable terrain render technique: ShadersShadows 00:40:10: : Integrated shadows supported: 1 00:40:10: : initializing terrain 00:40:10: TerrainSceneManager: Activated PageSource Heightmap 00:40:10: : r=12582 00:40:10: : names loaded 00:40:10: : loading weapon specifications 00:40:10: : weapon:AK47 00:40:10: : weapon:G36 00:40:10: : weapon:M240 00:40:10: : weapon:MP5SD 00:40:10: : weapon:Mossberg 500 00:40:10: : weapon:M24-A2 00:40:10: : weapon specifications loaded 00:40:10: : common sounds loaded 00:40:10: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,80x80x1. 00:40:10: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:10: Texture: command_marker.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 00:40:10: : world loaded 00:40:10: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 00:40:10: : worldblocks loaded 00:40:11: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:11: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:11: : loading world objects 00:40:11: : layer: materials 00:40:11: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 00:40:11: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:11: : layer: dirt 00:40:11: : layer: grass 00:40:11: : layer: sand 00:40:11: : layer: asphalt 00:40:11: : layer: road 00:40:11: : layer: height 00:40:11: : layer: bases 00:40:11: : layer: layer1 00:40:11: : layer: objects 00:40:11: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 00:40:11: Texture: foam.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 00:40:11: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 00:40:11: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 00:40:11: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 00:40:11: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 00:40:11: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:11: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:11: Texture: building_atlas2.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 00:40:12: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:12: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:12: Texture: crate.png: Loading 1 faces(PF_A8R8G8B8,128x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x256x1. 00:40:12: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1. 00:40:12: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1. 00:40:12: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1. 00:40:13: Texture: grenade_crate.png: Loading 1 faces(PF_A8R8G8B8,128x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x256x1. 00:40:14: : layer: walls 00:40:14: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 00:40:14: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 00:40:14: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 00:40:15: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:15: Texture: stonewalltop.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1. 00:40:16: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 00:40:16: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:22: : layer: layer2 00:40:22: : layer: objects 00:40:22: Texture: building_plain.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:25: : soldiers loaded 00:40:25: : crate debris loaded 00:40:25: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 00:40:25: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1. 00:40:25: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 00:40:25: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1. 00:40:25: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1. 00:40:25: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1. 00:40:25: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1. 00:40:25: Texture: hud_rank.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1. 00:40:25: Texture: hud_victory.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1. 00:40:25: Texture: hud_star_gold.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1. 00:40:25: Texture: hud_victory_text.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1. 00:40:25: Texture: hud_meter.png: Loading 1 faces(PF_A8R8G8B8,534x50x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,534x50x1. 00:40:25: Texture: hud_meter_cursor.png: Loading 1 faces(PF_R8G8B8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 00:40:25: Texture: MeterTexture: Loading 1 faces(PF_R8G8B8,2x1x1) with 1 custom mipmaps from Image. Internal format is PF_X8R8G8B8,2x1x1. 00:40:25: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 00:40:25: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 00:40:25: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 00:40:25: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:25: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 00:40:25: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1. 00:40:25: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 00:40:25: Texture: menusystem_slider.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 00:40:25: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 00:40:25: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 00:40:25: Texture: hud_rank0.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 00:40:25: : Setting init data, machine id = 0 00:40:25: : scene loaded 00:40:25: : settings loaded 00:40:25: : r=7809 00:40:25: : game init done 00:40:25: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 00:40:25: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:25: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:25: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 00:40:25: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 00:40:25: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 00:40:25: Texture: dynamic_crosshair.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 00:40:26: Texture: hud_rank4.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 00:40:26: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1. 00:40:26: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. I get to play for a short time. It varies from a minute to around five. I've tried the demo, and it does the same thing. I've also tried an early alpha version that you posted on another topic - I think it was v0.35? |
Author: | pasik [ Fri Apr 27, 2012 11:33 pm ] |
Post subject: | Re: RWR Freezes After Short Time |
Very strange. My mind is just all blank about this. Any signs that your rig might be overheating? RWR isn't exactly optimized yet so I wouldn't find it entirely impossible for it to make the CPU and GPU heat quite a bit, and with poor ventilation it could stall the system. 1 - 5 min time doesn't quite fit that though. Have you tried to update your graphics card drivers lately by any chance? It might be worth to try at least. Can you try this: launch the game, create a new game with soldier count set to "No AI" and start it, and then do nothing. Does it stay up like that for a longer time? |
Author: | camelfilters [ Sat Apr 28, 2012 7:13 pm ] |
Post subject: | Re: RWR Freezes After Short Time |
I updated my graphics drivers and started a game with no AI - still the same problem, it crashed about 10 seconds after I created the game. Are there any prerequisite softwares I need to know about? I hope I'm not just missing something really basic here. Edit: I downloaded the 0.4 demo (just to see if trying a different version would change anything), and actually managed an error this time - invalid vector<T> subscript. Hopefully this can be helpful. |
Author: | pasik [ Sun Apr 29, 2012 2:07 pm ] |
Post subject: | Re: RWR Freezes After Short Time |
There shouldn't be any prerequisite software, OpenAL and VC++ runtime are bundled in the installer. There's of course the latest DirectX 9.0c which is required, but failing having it gives you an error of d3dx9_42.dll missing. I'm building something for you to try, I'll let you know when it's ready. |
Author: | camelfilters [ Mon Apr 30, 2012 8:32 am ] |
Post subject: | Re: RWR Freezes After Short Time |
Just for the sake of knowledge, and anyone looking to find an answer on this topic: My problem was that the game would crash due to a BIOS error on my motherboard. I hope that this can be helpful to someone else, in any way at all. I think the bluescreen error it threw was something like, "A clock interrupt was not received on a secondary processor." Again, I hope this can be helpful, and I want to thank pasik for offering me all the support he could. Also, to anyone that reads this post and considers updating their BIOS: do research. A lot of it. Doing something wrong with your BIOS can mess your rig up permanently. |
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