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RUNNING WITH RIFLES Multiplayer

test

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Author Message
 Post subject: [0.2] Crash bug
PostPosted: Wed Jul 20, 2011 2:24 pm 
Offline

Joined: Wed Jul 20, 2011 2:18 pm
Posts: 2
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


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 Post subject: Re: [0.2] Crash bug
PostPosted: Wed Jul 20, 2011 2:36 pm 
Offline

Joined: Wed Jul 20, 2011 2:18 pm
Posts: 2
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.


Attachments:
File comment: Broken Save
savegame0.dat.old.zip [6.13 KiB]
Downloaded 738 times
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 Post subject: Re: [0.2] Crash bug
PostPosted: Fri Jul 22, 2011 12:34 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
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.


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 Post subject: Re: [0.2] Crash bug
PostPosted: Mon Jul 25, 2011 3:12 am 
Offline

Joined: Tue Jun 28, 2011 6:03 am
Posts: 51
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.

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There's some things you just can't control in life...that's what telekinesis is for.


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