RUNNING WITH RIFLES http://www.runningwithrifles.com/phpBB3/ |
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[Fixed] Unable to play without administrator rights http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=580 |
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Author: | dwi [ Sun Jul 15, 2012 4:55 am ] |
Post subject: | [Fixed] Unable to play without administrator rights |
Hello, I played RwR at home, but I don’t have that much powerful HW, so I want to play it elsewhere (let’s call it PC2). Unfortunetly I don’t have Administrator rights on PC2, so I tried some workaround. 1) Installed RwR on my computer and copied whole folder to PC2, but when I tried to start the game. 2) rwr_config.exe: I got problem, because of d3dx9_42.dll was missing. PC2 is Windows 7 with i3 CPU with integrated Intel HD Graphics 2000 with DirectX 11 installed (according to dxdiag). 3) rwr_game.exe: OpenAL32.dll missing. Obviously, I had no rights to install OpenAL, so I copied OpenAL32.dll and wrap_oal.dll from elsewhere and tried to run the game again. 4) Now both executables are throwing error with missing of d3dx9_42.dll. 5) I tried to put in RwR directory of d3dx9_42.dll and all others of d3dx9_*.dll but with no luck. 6) Game “launches”, but after few seconds of black screen in RwR windows I get “Application stopped responding” window with only one available option -> Terminate App Tried to solve compatibility issues inside windows, but with no luck. So my question is: Is there any way, how to make Running with Rifles working on Windows without Administration rights/Portable app)? Including rwr_game.log from C:\ProgramData\Running with rifles\ directory. Thanks for answer! Code: 06:38:12: Creating resource group General 06:38:12: Creating resource group Internal 06:38:12: Creating resource group Autodetect 06:38:12: SceneManagerFactory for type 'DefaultSceneManager' registered. 06:38:12: Registering ResourceManager for type Material 06:38:12: Registering ResourceManager for type Mesh 06:38:12: Registering ResourceManager for type Skeleton 06:38:12: MovableObjectFactory for type 'ParticleSystem' registered. 06:38:12: OverlayElementFactory for type Panel registered. 06:38:12: OverlayElementFactory for type BorderPanel registered. 06:38:12: OverlayElementFactory for type TextArea registered. 06:38:12: Registering ResourceManager for type Font 06:38:12: ArchiveFactory for archive type FileSystem registered. 06:38:12: ArchiveFactory for archive type Zip registered. 06:38:12: DDS codec registering 06:38:12: FreeImage version: 3.13.1 06:38:12: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 06:38:12: 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 06:38:12: Registering ResourceManager for type HighLevelGpuProgram 06:38:12: Registering ResourceManager for type Compositor 06:38:12: MovableObjectFactory for type 'Entity' registered. 06:38:12: MovableObjectFactory for type 'Light' registered. 06:38:12: MovableObjectFactory for type 'BillboardSet' registered. 06:38:12: MovableObjectFactory for type 'ManualObject' registered. 06:38:12: MovableObjectFactory for type 'BillboardChain' registered. 06:38:12: MovableObjectFactory for type 'RibbonTrail' registered. 06:38:12: *-*-* OGRE Initialising 06:38:12: *-*-* Version 1.7.2 (Cthugha) 06:38:12: : initializing graphics 06:38:12: : loading plugins 06:38:12: Loading library RenderSystem_Direct3D9 06:38:12: Installing plugin: D3D9 RenderSystem 06:38:12: D3D9 : Direct3D9 Rendering Subsystem created. 06:38:12: D3D9: Driver Detection Starts 06:38:12: D3D9: Driver Detection Ends 06:38:12: Plugin successfully installed 06:38:12: Loading library Plugin_CgProgramManager 06:38:12: Installing plugin: Cg Program Manager 06:38:12: Plugin successfully installed 06:38:12: Loading library Plugin_OctreeSceneManager 06:38:12: Installing plugin: Octree & Terrain Scene Manager 06:38:12: Plugin successfully installed 06:38:12: Loading library Plugin_ParticleFX 06:38:12: Installing plugin: ParticleFX 06:38:12: Particle Emitter Type 'Point' registered 06:38:12: Particle Emitter Type 'Box' registered 06:38:12: Particle Emitter Type 'Ellipsoid' registered 06:38:12: Particle Emitter Type 'Cylinder' registered 06:38:12: Particle Emitter Type 'Ring' registered 06:38:12: Particle Emitter Type 'HollowEllipsoid' registered 06:38:12: Particle Affector Type 'LinearForce' registered 06:38:12: Particle Affector Type 'ColourFader' registered 06:38:12: Particle Affector Type 'ColourFader2' registered 06:38:12: Particle Affector Type 'ColourImage' registered 06:38:12: Particle Affector Type 'ColourInterpolator' registered 06:38:12: Particle Affector Type 'Scaler' registered 06:38:12: Particle Affector Type 'Rotator' registered 06:38:12: Particle Affector Type 'DirectionRandomiser' registered 06:38:12: Particle Affector Type 'DeflectorPlane' registered 06:38:12: Plugin successfully installed 06:38:12: : initializing render system 06:38:12: D3D9 : RenderSystem Option: Allow NVPerfHUD = No 06:38:12: D3D9 : RenderSystem Option: Floating-point mode = Fastest 06:38:12: D3D9 : RenderSystem Option: FSAA = 4 06:38:12: D3D9 : RenderSystem Option: Full Screen = No 06:38:12: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No 06:38:12: D3D9 : RenderSystem Option: VSync = Yes 06:38:12: D3D9 : RenderSystem Option: VSync Interval = 1 06:38:12: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour 06:38:12: : initializing render window 06:38:12: CPU Identifier & Features 06:38:12: ------------------------- 06:38:12: * CPU ID: GenuineIntel: Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz 06:38:12: * SSE: yes 06:38:12: * SSE2: yes 06:38:12: * SSE3: yes 06:38:12: * MMX: yes 06:38:12: * MMXEXT: yes 06:38:12: * 3DNOW: no 06:38:12: * 3DNOWEXT: no 06:38:12: * CMOV: yes 06:38:12: * TSC: yes 06:38:12: * FPU: yes 06:38:12: * PRO: yes 06:38:12: * HT: no 06:38:12: ------------------------- 06:38:12: D3D9 : Subsystem Initialising 06:38:12: Registering ResourceManager for type Texture 06:38:12: Registering ResourceManager for type GpuProgram 06:38:12: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2012", 1024x768 windowed miscParams: FSAA=4 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1 06:38:12: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2012' : 1024x768, 32bpp 06:38:12: D3D9: Vertex texture format supported - PF_L8 06:38:12: D3D9: Vertex texture format supported - PF_L16 06:38:12: D3D9: Vertex texture format supported - PF_A8 06:38:12: D3D9: Vertex texture format supported - PF_A4L4 06:38:12: D3D9: Vertex texture format supported - PF_BYTE_LA 06:38:12: D3D9: Vertex texture format supported - PF_R5G6B5 06:38:12: D3D9: Vertex texture format supported - PF_B5G6R5 06:38:12: D3D9: Vertex texture format supported - PF_A4R4G4B4 06:38:12: D3D9: Vertex texture format supported - PF_A1R5G5B5 06:38:12: D3D9: Vertex texture format supported - PF_A8R8G8B8 06:38:12: D3D9: Vertex texture format supported - PF_B8G8R8A8 06:38:12: D3D9: Vertex texture format supported - PF_A2R10G10B10 06:38:12: D3D9: Vertex texture format supported - PF_A2B10G10R10 06:38:12: D3D9: Vertex texture format supported - PF_DXT1 06:38:12: D3D9: Vertex texture format supported - PF_DXT2 06:38:12: D3D9: Vertex texture format supported - PF_DXT3 06:38:12: D3D9: Vertex texture format supported - PF_DXT4 06:38:12: D3D9: Vertex texture format supported - PF_DXT5 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_RGB 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_RGB 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA 06:38:12: D3D9: Vertex texture format supported - PF_X8R8G8B8 06:38:12: D3D9: Vertex texture format supported - PF_R8G8B8A8 06:38:12: D3D9: Vertex texture format supported - PF_DEPTH 06:38:12: D3D9: Vertex texture format supported - PF_SHORT_RGBA 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_R 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_R 06:38:12: D3D9: Vertex texture format supported - PF_SHORT_GR 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_GR 06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_GR 06:38:12: D3D9: Vertex texture format supported - PF_SHORT_RGB 06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGB2 06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2 06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGB4 06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4 06:38:12: RenderSystem capabilities 06:38:12: ------------------------- 06:38:12: RenderSystem Name: Direct3D9 Rendering Subsystem 06:38:12: GPU Vendor: intel 06:38:12: Device Name: Monitor-1-Intel(R) HD Graphics Family 06:38:12: Driver Version: 8.15.10.2279 06:38:12: * Fixed function pipeline: yes 06:38:12: * Hardware generation of mipmaps: yes 06:38:12: * Texture blending: yes 06:38:12: * Anisotropic texture filtering: yes 06:38:12: * Dot product texture operation: yes 06:38:12: * Cube mapping: yes 06:38:12: * Hardware stencil buffer: yes 06:38:12: - Stencil depth: 8 06:38:12: - Two sided stencil support: yes 06:38:12: - Wrap stencil values: yes 06:38:12: * Hardware vertex / index buffers: yes 06:38:12: * Vertex programs: yes 06:38:12: * Number of floating-point constants for vertex programs: 256 06:38:12: * Number of integer constants for vertex programs: 16 06:38:12: * Number of boolean constants for vertex programs: 16 06:38:12: * Fragment programs: yes 06:38:12: * Number of floating-point constants for fragment programs: 224 06:38:12: * Number of integer constants for fragment programs: 16 06:38:12: * Number of boolean constants for fragment programs: 16 06:38:12: * Geometry programs: no 06:38:12: * Number of floating-point constants for geometry programs: 0 06:38:12: * Number of integer constants for geometry programs: 0 06:38:12: * Number of boolean constants for geometry programs: 0 06:38:12: * 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 06:38:12: * Texture Compression: yes 06:38:12: - DXT: yes 06:38:12: - VTC: no 06:38:12: - PVRTC: no 06:38:12: * Scissor Rectangle: yes 06:38:12: * Hardware Occlusion Query: yes 06:38:12: * User clip planes: yes 06:38:12: * VET_UBYTE4 vertex element type: yes 06:38:12: * Infinite far plane projection: yes 06:38:12: * Hardware render-to-texture: yes 06:38:12: * Floating point textures: yes 06:38:12: * Non-power-of-two textures: yes 06:38:12: * Volume textures: yes 06:38:12: * Multiple Render Targets: 4 06:38:12: - With different bit depths: yes 06:38:12: * Point Sprites: yes 06:38:12: * Extended point parameters: yes 06:38:12: * Max Point Size: 10 06:38:12: * Vertex texture fetch: yes 06:38:12: * Number of world matrices: 0 06:38:12: * Number of texture units: 8 06:38:12: * Stencil buffer depth: 8 06:38:12: * Number of vertex blend matrices: 0 06:38:12: - Max vertex textures: 4 06:38:12: - Vertex textures shared: no 06:38:12: * Render to Vertex Buffer : no 06:38:12: * DirectX per stage constants: yes 06:38:12: *************************************** 06:38:12: *** D3D9 : Subsystem Initialised OK *** 06:38:12: *************************************** 06:38:12: DefaultWorkQueue('Root') initialising on thread 008E0268. 06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F36F0 starting. 06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F3720 starting. 06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F3780 starting. 06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F37E0 starting. 06:38:12: Particle Renderer Type 'billboard' registered 06:38:12: SceneManagerFactory for type 'OctreeSceneManager' registered. 06:38:12: SceneManagerFactory for type 'TerrainSceneManager' registered. 06:38:12: Added resource location 'media' of type 'FileSystem' to resource group 'General' 06:38:12: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General' 06:38:12: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General' 06:38:12: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General' 06:38:12: Added resource location 'media//models' of type 'FileSystem' to resource group 'General' 06:38:12: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General' 06:38:12: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General' 06:38:12: Parsing scripts for resource group Autodetect 06:38:12: Finished parsing scripts for resource group Autodetect 06:38:12: Parsing scripts for resource group General 06:38:12: Parsing script ShadowCaster.program 06:38:12: Parsing script AmbientOcclusion.program 06:38:12: Parsing script StdQuad_vp.program 06:38:12: Parsing script Intro.material 06:38:12: Parsing script ShadowCaster.material 06:38:12: Parsing script AmbientOcclusion.material 06:38:12: Parsing script AmbientOcclusion.compositor 06:38:12: Parsing script basic_font.fontdef 06:38:12: Parsing script basic_font_italic.fontdef 06:38:12: Parsing script basic_font_outline.fontdef 06:38:12: Finished parsing scripts for resource group General 06:38:12: Parsing scripts for resource group Internal 06:38:12: Finished parsing scripts for resource group Internal 06:38:12: : initializing scene manager 06:38:12: TerrainSceneManager: Registered a new PageSource for type Heightmap 06:38:12: : initializing fonts 06:38:12: : initializing audio 06:38:12: : audio devices found: 1 06:38:12: : audio enabled 06:38:12: : 0: Generic Software 06:38:12: : using device 0 06:38:12: : initializing input 06:38:12: : Map resource location set as media\maps\map2 06:38:12: : Using save folder 06:38:12: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 06:38:12: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1. 06:38:17: : latest available version: -1.0 06:38:17: : application start done 06:38:17: : rendering the first frame alternative link: http://db.tt/nZJMLgOL |
Author: | pasik [ Mon Jul 16, 2012 7:51 pm ] |
Post subject: | Re: Unable to play without administrator rights |
Executing RWR should be possible without admin rights. Obviously it is still dependent on having 1) the latest DirectX 9 2) OpenAL 3) MSVC++ 2008 runtime 4) working graphics drivers installed. The earlier cases of getting a crash at rendering the first frame were about graphics driver issues; I'm fairly sure you'd need admin rights to update the driver though. Other than that, 3-5 could be ok basically, but I'd still recommend updating DirectX 9 on the computer the usual way: http://www.microsoft.com/en-us/download ... aspx?id=35, no need to have a separate d3dx9_42.dll around in the game folder. I guess this doesn't help you much in the end, if you really can't get the admin person to update PC2. |
Author: | dwi [ Sat Jul 21, 2012 6:42 am ] |
Post subject: | Re: Unable to play without administrator rights |
So there is no way how to play RwR on Windows with fully working installed Directx 11? Ouch, thats bad. There is no easy way to make it working with newer directx? I found some game with RenderSystem_Direct3D11.dll and RenderSystem_Direct3D10.dll so they did it. Sorry for this post, I'm not game developer and I have absolutely no idea, how much work this takes or how this directx thingies even works ![]() |
Author: | pasik [ Sat Jul 21, 2012 1:12 pm ] |
Post subject: | Re: Unable to play without administrator rights |
dwi wrote: So there is no way how to play RwR on Windows with fully working installed Directx 11? Ouch, thats bad. There is no easy way to make it working with newer directx? I found some game with RenderSystem_Direct3D11.dll and RenderSystem_Direct3D10.dll so they did it. Sorry for this post, I'm not game developer and I have absolutely no idea, how much work this takes or how this directx thingies even works ![]() No need to be sorry ![]() So, I'm fairly sure RWR won't have support for DirectX 11. I started working with RWR back in early 2011, when the latest stable Ogre3D build had just DirectX 9 and GL support out of the box -- not sure what would be the case with Ogre3D 1.8 now. I have no intention to upgrade to newer render systems as they don't really provide functionality RWR would hugely benefit from, as far as I know, and I'm sure I would face a bunch of compatibility issues with the existing implementation and I really don't want to go in there. Also, a lot of people are wanting to play RWR with their "crappy old laptops" which surely don't support anything beyond DirectX 9 so it certainly seems like a good overall target for RWR. |
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