RUNNING WITH RIFLES http://www.runningwithrifles.com/phpBB3/ |
|
[0.2] Crash bug http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=5&t=96 |
Page 1 of 1 |
Author: | CMaster [ Wed Jul 20, 2011 2:24 pm ] |
Post subject: | [0.2] Crash bug |
So I played the game for a good while, then it CTDed. Now, every time I try to either load the save or start a new game, it crashes immediately, although I can faff with the menu all I like. I tried to attach the log, but .log and .txt aren't allowed, so instead enjoy it dumped in this post. Code: 15:13:29: Creating resource group General 15:13:29: Creating resource group Internal 15:13:29: Creating resource group Autodetect 15:13:29: SceneManagerFactory for type 'DefaultSceneManager' registered. 15:13:29: Registering ResourceManager for type Material 15:13:29: Registering ResourceManager for type Mesh 15:13:29: Registering ResourceManager for type Skeleton 15:13:29: MovableObjectFactory for type 'ParticleSystem' registered. 15:13:29: OverlayElementFactory for type Panel registered. 15:13:29: OverlayElementFactory for type BorderPanel registered. 15:13:29: OverlayElementFactory for type TextArea registered. 15:13:29: Registering ResourceManager for type Font 15:13:29: ArchiveFactory for archive type FileSystem registered. 15:13:29: ArchiveFactory for archive type Zip registered. 15:13:29: DDS codec registering 15:13:29: FreeImage version: 3.13.1 15:13:29: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details 15:13:29: 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 15:13:29: Registering ResourceManager for type HighLevelGpuProgram 15:13:29: Registering ResourceManager for type Compositor 15:13:29: MovableObjectFactory for type 'Entity' registered. 15:13:29: MovableObjectFactory for type 'Light' registered. 15:13:29: MovableObjectFactory for type 'BillboardSet' registered. 15:13:29: MovableObjectFactory for type 'ManualObject' registered. 15:13:29: MovableObjectFactory for type 'BillboardChain' registered. 15:13:29: MovableObjectFactory for type 'RibbonTrail' registered. 15:13:29: *-*-* OGRE Initialising 15:13:29: *-*-* Version 1.7.2 (Cthugha) 15:13:29: : initializing graphics 15:13:29: : loading plugins 15:13:29: Loading library RenderSystem_Direct3D9 15:13:29: Installing plugin: D3D9 RenderSystem 15:13:29: D3D9 : Direct3D9 Rendering Subsystem created. 15:13:29: D3D9: Driver Detection Starts 15:13:29: D3D9: Driver Detection Ends 15:13:29: Plugin successfully installed 15:13:29: Loading library Plugin_CgProgramManager 15:13:29: Installing plugin: Cg Program Manager 15:13:29: Plugin successfully installed 15:13:29: Loading library Plugin_OctreeSceneManager 15:13:29: Installing plugin: Octree & Terrain Scene Manager 15:13:29: Plugin successfully installed 15:13:29: Loading library Plugin_ParticleFX 15:13:29: Installing plugin: ParticleFX 15:13:29: Particle Emitter Type 'Point' registered 15:13:29: Particle Emitter Type 'Box' registered 15:13:29: Particle Emitter Type 'Ellipsoid' registered 15:13:29: Particle Emitter Type 'Cylinder' registered 15:13:29: Particle Emitter Type 'Ring' registered 15:13:29: Particle Emitter Type 'HollowEllipsoid' registered 15:13:29: Particle Affector Type 'LinearForce' registered 15:13:29: Particle Affector Type 'ColourFader' registered 15:13:29: Particle Affector Type 'ColourFader2' registered 15:13:29: Particle Affector Type 'ColourImage' registered 15:13:29: Particle Affector Type 'ColourInterpolator' registered 15:13:29: Particle Affector Type 'Scaler' registered 15:13:29: Particle Affector Type 'Rotator' registered 15:13:29: Particle Affector Type 'DirectionRandomiser' registered 15:13:29: Particle Affector Type 'DeflectorPlane' registered 15:13:29: Plugin successfully installed 15:13:29: : initializing render system 15:13:29: D3D9 : RenderSystem Option: Allow NVPerfHUD = No 15:13:29: D3D9 : RenderSystem Option: Floating-point mode = Fastest 15:13:29: D3D9 : RenderSystem Option: FSAA = 8 [Quality] 15:13:29: D3D9 : RenderSystem Option: Full Screen = Yes 15:13:29: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No 15:13:29: D3D9 : RenderSystem Option: VSync = Yes 15:13:29: D3D9 : RenderSystem Option: VSync Interval = 1 15:13:29: D3D9 : RenderSystem Option: Video Mode = 1680 x 1050 @ 32-bit colour 15:13:29: : initializing render window 15:13:29: CPU Identifier & Features 15:13:29: ------------------------- 15:13:29: * CPU ID: GenuineIntel: Intel(R) Core(TM)2 CPU 6400 @ 2.13GHz 15:13:29: * SSE: yes 15:13:29: * SSE2: yes 15:13:29: * SSE3: yes 15:13:29: * MMX: yes 15:13:29: * MMXEXT: yes 15:13:29: * 3DNOW: no 15:13:29: * 3DNOWEXT: no 15:13:29: * CMOV: yes 15:13:29: * TSC: yes 15:13:29: * FPU: yes 15:13:29: * PRO: yes 15:13:29: * HT: no 15:13:29: ------------------------- 15:13:29: D3D9 : Subsystem Initialising 15:13:29: Registering ResourceManager for type Texture 15:13:29: Registering ResourceManager for type GpuProgram 15:13:29: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1680x1050 fullscreen miscParams: FSAA=8 FSAAHint=[Quality] colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1 15:13:29: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1680x1050, 32bpp 15:13:29: D3D9 : Multi head disabled. It causes application run time crashes when used in Vista + SP 1 or 2 combination 15:13:30: D3D9: Vertex texture format supported - PF_L8 15:13:30: D3D9: Vertex texture format supported - PF_L16 15:13:30: D3D9: Vertex texture format supported - PF_A8 15:13:30: D3D9: Vertex texture format supported - PF_A4L4 15:13:30: D3D9: Vertex texture format supported - PF_BYTE_LA 15:13:30: D3D9: Vertex texture format supported - PF_R5G6B5 15:13:30: D3D9: Vertex texture format supported - PF_B5G6R5 15:13:30: D3D9: Vertex texture format supported - PF_A4R4G4B4 15:13:30: D3D9: Vertex texture format supported - PF_A1R5G5B5 15:13:30: D3D9: Vertex texture format supported - PF_A8R8G8B8 15:13:30: D3D9: Vertex texture format supported - PF_B8G8R8A8 15:13:30: D3D9: Vertex texture format supported - PF_A2R10G10B10 15:13:30: D3D9: Vertex texture format supported - PF_A2B10G10R10 15:13:30: D3D9: Vertex texture format supported - PF_DXT1 15:13:30: D3D9: Vertex texture format supported - PF_DXT2 15:13:30: D3D9: Vertex texture format supported - PF_DXT3 15:13:30: D3D9: Vertex texture format supported - PF_DXT4 15:13:30: D3D9: Vertex texture format supported - PF_DXT5 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT16_RGB 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT32_RGB 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA 15:13:30: D3D9: Vertex texture format supported - PF_X8R8G8B8 15:13:30: D3D9: Vertex texture format supported - PF_X8B8G8R8 15:13:30: D3D9: Vertex texture format supported - PF_R8G8B8A8 15:13:30: D3D9: Vertex texture format supported - PF_DEPTH 15:13:30: D3D9: Vertex texture format supported - PF_SHORT_RGBA 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT16_R 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT32_R 15:13:30: D3D9: Vertex texture format supported - PF_SHORT_GR 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT16_GR 15:13:30: D3D9: Vertex texture format supported - PF_FLOAT32_GR 15:13:30: D3D9: Vertex texture format supported - PF_SHORT_RGB 15:13:30: D3D9: Vertex texture format supported - PF_PVRTC_RGB2 15:13:30: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2 15:13:30: D3D9: Vertex texture format supported - PF_PVRTC_RGB4 15:13:30: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4 15:13:30: RenderSystem capabilities 15:13:30: ------------------------- 15:13:30: RenderSystem Name: Direct3D9 Rendering Subsystem 15:13:30: GPU Vendor: ati 15:13:30: Device Name: Monitor-1-ATI Radeon HD 4800 Series 15:13:30: Driver Version: 8.17.10.1065 15:13:30: * Fixed function pipeline: yes 15:13:30: * Hardware generation of mipmaps: yes 15:13:30: * Texture blending: yes 15:13:30: * Anisotropic texture filtering: yes 15:13:30: * Dot product texture operation: yes 15:13:30: * Cube mapping: yes 15:13:30: * Hardware stencil buffer: yes 15:13:30: - Stencil depth: 8 15:13:30: - Two sided stencil support: yes 15:13:30: - Wrap stencil values: yes 15:13:30: * Hardware vertex / index buffers: yes 15:13:30: * Vertex programs: yes 15:13:30: * Number of floating-point constants for vertex programs: 256 15:13:30: * Number of integer constants for vertex programs: 16 15:13:30: * Number of boolean constants for vertex programs: 16 15:13:30: * Fragment programs: yes 15:13:30: * Number of floating-point constants for fragment programs: 224 15:13:30: * Number of integer constants for fragment programs: 16 15:13:30: * Number of boolean constants for fragment programs: 16 15:13:30: * Geometry programs: no 15:13:30: * Number of floating-point constants for geometry programs: 0 15:13:30: * Number of integer constants for geometry programs: 0 15:13:30: * Number of boolean constants for geometry programs: 0 15:13:30: * 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 15:13:30: * Texture Compression: yes 15:13:30: - DXT: yes 15:13:30: - VTC: no 15:13:30: - PVRTC: no 15:13:30: * Scissor Rectangle: yes 15:13:30: * Hardware Occlusion Query: yes 15:13:30: * User clip planes: yes 15:13:30: * VET_UBYTE4 vertex element type: yes 15:13:30: * Infinite far plane projection: yes 15:13:30: * Hardware render-to-texture: yes 15:13:30: * Floating point textures: yes 15:13:30: * Non-power-of-two textures: yes 15:13:30: * Volume textures: yes 15:13:30: * Multiple Render Targets: 4 15:13:30: - With different bit depths: yes 15:13:30: * Point Sprites: yes 15:13:30: * Extended point parameters: yes 15:13:30: * Max Point Size: 10 15:13:30: * Vertex texture fetch: yes 15:13:30: * Number of world matrices: 0 15:13:30: * Number of texture units: 8 15:13:30: * Stencil buffer depth: 8 15:13:30: * Number of vertex blend matrices: 0 15:13:30: - Max vertex textures: 4 15:13:30: - Vertex textures shared: no 15:13:30: * Render to Vertex Buffer : no 15:13:30: * DirectX per stage constants: yes 15:13:30: *************************************** 15:13:30: *** D3D9 : Subsystem Initialised OK *** 15:13:30: *************************************** 15:13:30: DefaultWorkQueue('Root') initialising on thread 00711988. 15:13:30: Particle Renderer Type 'billboard' registered 15:13:30: SceneManagerFactory for type 'OctreeSceneManager' registered. 15:13:30: SceneManagerFactory for type 'TerrainSceneManager' registered. 15:13:30: : initializing resources 15:13:30: Added resource location 'media' of type 'FileSystem' to resource group 'General' 15:13:30: Added resource location 'media/sounds' of type 'FileSystem' to resource group 'General' 15:13:30: Added resource location 'media/fonts' of type 'FileSystem' to resource group 'General' 15:13:30: Added resource location 'media/textures' of type 'FileSystem' to resource group 'General' 15:13:30: Added resource location 'media/maps/map1' of type 'FileSystem' to resource group 'General' 15:13:30: Added resource location 'media/models' of type 'FileSystem' to resource group 'General' 15:13:30: Added resource location 'media/data.pak' of type 'Zip' to resource group 'General' 15:13:30: Parsing scripts for resource group Autodetect 15:13:30: Finished parsing scripts for resource group Autodetect 15:13:30: Parsing scripts for resource group General 15:13:30: DefaultWorkQueue('Root')::WorkerFunc - thread 007256C0 starting. 15:13:30: Parsing script soldieroutline.program 15:13:30: DefaultWorkQueue('Root')::WorkerFunc - thread 00725690 starting. 15:13:30: Parsing script terrain.program 15:13:30: Parsing script Blood.material 15:13:30: Parsing script Branch.material 15:13:30: Parsing script BuildingBase.material 15:13:30: Parsing script BuildingOutline.material 15:13:30: Parsing script BuildingRoof.material 15:13:30: Parsing script BuildingWall.material 15:13:30: Parsing script Bullet.material 15:13:30: Parsing script BulletTrail.material 15:13:30: Parsing script BushPlant.material 15:13:30: Parsing script ChatBubble.material 15:13:30: Parsing script Container.material 15:13:30: Parsing script Crate.material 15:13:30: Parsing script Crosshair.material 15:13:30: Parsing script Explosion.material 15:13:30: Parsing script FarmFence.material 15:13:30: Parsing script Fighter.material 15:13:30: Parsing script Flame.material 15:13:30: Parsing script GrassUp.material 15:13:30: Parsing script GrenadeCrate.material 15:13:30: Parsing script Hud.material 15:13:30: Parsing script lines.material 15:13:30: Parsing script MapView.material 15:13:30: Parsing script MenuSystem.material 15:13:30: Parsing script MultiStoryBuilding.material 15:13:30: Parsing script Piece.material 15:13:30: Parsing script Plant.material 15:13:30: Parsing script PlayerMarker.material 15:13:30: Parsing script Road.material 15:13:30: Parsing script RoadLine.material 15:13:30: Parsing script Rock.material 15:13:30: Parsing script SandBagWall.material 15:13:30: Parsing script SecurityFence.material 15:13:30: Parsing script ShadowBranch.material 15:13:30: Parsing script ShadowPixel.material 15:13:30: Parsing script ShadowPlant.material 15:13:30: Parsing script ShoePrint.material 15:13:30: Parsing script smoke.material 15:13:30: Parsing script Soldier3dPixel.material 15:13:30: Parsing script Stone.material 15:13:30: Parsing script terrain.material 15:13:30: Parsing script TreeGroundBase.material 15:13:30: Parsing script Trench.material 15:13:30: Parsing script Weapon3dPixel.material 15:13:30: Parsing script ZebraCrossing.material 15:13:30: Parsing script Burst.particle 15:13:30: Parsing script Explosion.particle 15:13:30: Parsing script MinorExplosion.particle 15:13:30: Parsing script Muzzle.particle 15:13:30: Finished parsing scripts for resource group General 15:13:30: Parsing scripts for resource group Internal 15:13:30: Finished parsing scripts for resource group Internal 15:13:30: : initializing scene manager 15:13:30: TerrainSceneManager: Registered a new PageSource for type Heightmap 15:13:30: : initializing terrain 15:13:30: TerrainSceneManager: Activated PageSource Heightmap 15:13:30: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 15:13:30: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 15:13:30: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 15:13:30: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 15:13:30: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 15:13:30: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 15:13:30: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 15:13:30: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1. 15:13:30: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1. 15:13:30: : initializing fonts 15:13:30: Font BasicFontusing texture size 2048x2048 15:13:30: Info: Freetype returned null for character 32 in font BasicFont 15:13:30: Info: Freetype returned null for character 160 in font BasicFont 15:13:30: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 15:13:30: Font BasicFontItalicusing texture size 2048x2048 15:13:30: Info: Freetype returned null for character 32 in font BasicFontItalic 15:13:30: Info: Freetype returned null for character 160 in font BasicFontItalic 15:13:30: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1. 15:13:30: : initializing audio 15:13:30: : initializing input 15:13:31: : game init start 15:13:31: : names loaded 15:13:31: Texture: stone1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:31: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 15:13:31: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,80x80x1. 15:13:31: : world loaded 15:13:31: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:31: : worldblocks loaded 15:13:31: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x1x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x1x1. 15:13:31: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 15:13:31: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 15:13:31: Texture: shadowbasebranch.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:31: : loading world objects 15:13:31: : layer: dirt 15:13:31: : layer: grass 15:13:31: : layer: sand 15:13:31: : layer: asphalt 15:13:31: : layer: road 15:13:31: : layer: height 15:13:31: : layer: bases 15:13:31: : layer: objects 15:13:31: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 15:13:32: : layer: walls 15:13:36: : soldiers loaded 15:13:36: : crate debris loaded 15:13:36: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:36: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1. 15:13:36: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:36: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,42x50x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,42x50x1. 15:13:36: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,26x50x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,26x50x1. 15:13:36: Texture: worldcolor.png: Loading 1 faces(PF_A8R8G8B8,2048x2048x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,2048x2048x1. 15:13:36: Texture: mapview_goodies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: mapview_user.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: mapview_goodies_attack_start.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: mapview_goodies_attack_target.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: mapview_baddies_attack_start.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: mapview_baddies_attack_target.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1. 15:13:36: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:36: : scene loaded 15:13:36: : sounds loaded 15:13:36: : settings loaded 15:13:36: : game init done 15:13:36: : application start done 15:13:36: : rendering the first frame 15:13:36: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 15:13:36: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:36: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:36: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:36: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1. 15:13:37: : first frame rendered ok 15:13:37: : adding frame listener 15:13:37: : run simulation 15:13:37: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 15:13:37: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 15:13:37: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 15:13:37: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1. 15:13:37: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 15:13:37: Texture: chatbubblecenter.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 15:13:37: Texture: chatbubbleborder.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. 15:13:37: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:37: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1. 15:13:37: Texture: buildingbase.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:13:37: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1. 15:13:37: Texture: multistorybuilding_door_ao.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 15:13:37: Texture: multistorybuilding_floorwindows_ao.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1. 15:13:37: Texture: sandbag.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1. 15:13:37: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1. 15:13:37: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 15:13:37: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 15:13:37: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1. 15:13:37: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 15:13:37: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 15:13:53: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 15:13:53: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1. 15:14:54: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:14:54: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1. 15:14:57: : CHECK: virtualize character failed 15:14:57: : aabb=AxisAlignedBox(min=Vector3(568.889, -10000, 341.333), max=Vector3(625.778, 10000, 398.222)) vcposition=Vector3(584.904, 0, 398.253) block=4160704 vc=281527344 15:15:03: DefaultWorkQueue('Root') shutting down on thread 00711988. 15:15:03: DefaultWorkQueue('Root')::WorkerFunc - thread 00725690 stopped. 15:15:03: DefaultWorkQueue('Root')::WorkerFunc - thread 007256C0 stopped. 15:15:05: *-*-* OGRE Shutdown 15:15:05: Unregistering ResourceManager for type Compositor 15:15:05: Unregistering ResourceManager for type Font 15:15:05: Unregistering ResourceManager for type Skeleton 15:15:05: Unregistering ResourceManager for type Mesh 15:15:05: Unregistering ResourceManager for type HighLevelGpuProgram 15:15:05: Uninstalling plugin: ParticleFX 15:15:05: Plugin successfully uninstalled 15:15:05: Unloading library Plugin_ParticleFX 15:15:05: Uninstalling plugin: Octree & Terrain Scene Manager 15:15:05: Plugin successfully uninstalled 15:15:05: Unloading library Plugin_OctreeSceneManager 15:15:05: Uninstalling plugin: Cg Program Manager 15:15:05: Plugin successfully uninstalled 15:15:05: Unloading library Plugin_CgProgramManager 15:15:05: Uninstalling plugin: D3D9 RenderSystem 15:15:05: D3D9 : Shutting down cleanly. 15:15:05: Unregistering ResourceManager for type Texture 15:15:05: Unregistering ResourceManager for type GpuProgram 15:15:05: D3D9 : Direct3D9 Rendering Subsystem destroyed. 15:15:05: Plugin successfully uninstalled 15:15:05: Unloading library RenderSystem_Direct3D9 15:15:05: Unregistering ResourceManager for type Material Windows 7 64 bit Core2Duo E6400 4gb DDR2 Ram AMD HD4850 512mb |
Author: | CMaster [ Wed Jul 20, 2011 2:36 pm ] | ||
Post subject: | Re: [0.2] Crash bug | ||
Solved the crash bug by renaming the old save. Interesting that it could stop new games from working right. Save game should be attached if it lets me this time.
|
Author: | pasik [ Fri Jul 22, 2011 12:34 pm ] |
Post subject: | Re: [0.2] Crash bug |
CMaster wrote: Solved the crash bug by renaming the old save. Interesting that it could stop new games from working right. Save game should be attached if it lets me this time. Thanks, that is indeed interesting. I'll look into it at some point. |
Author: | Blink [ Mon Jul 25, 2011 3:12 am ] |
Post subject: | Re: [0.2] Crash bug |
I've had it crash on me a couple of times while trying to start a new game as baddies, with only one area under control. I'll try and recreate it, then save my gamelog. |
Page 1 of 1 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |