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RUNNING WITH RIFLES Multiplayer

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PostPosted: Wed Aug 24, 2011 4:38 am 
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It crashes after that. This happens back in version 0.3 as well. My graphics card is an ATI Radeon X1200, which is supposed to support pixel shader 2.0. I downloaded and installed the latest version of DirectX 9 and updated the drivers for my graphics card, but it still gives that error. And so I come here for support.


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PostPosted: Wed Aug 24, 2011 7:10 am 
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It looks like the ambient occlusion shader may be over your graphics card, even if it is SM2. Too bad there's no way to disable it outside the game.

There seems to have been a similar problem with another Ogre3D based application (Proun, you might know it if you follow the indie gaming scene), http://www.ogre3d.org/forums/viewtopic.php?f=2&t=65372, though that's about SM3 shaders. The outcome of the discussion is that "I'll repeat, the X1000 are crap", but the problem can be anyway solved by providing a simplified/modified shader.

I'll look into it later today, and I'll provide an update for you to try. I'll let you know when it's ready.


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PostPosted: Wed Aug 24, 2011 5:33 pm 
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This isn't the best of solutions, but it's the only thing that I could come up with quickly. Could you try this http://www.modulaatio.com/runningwithrifles/running_with_rifles_alpha_0.351_install.exe? It should prevent ATI Radeon X1xxx from using the post processing shader and allow you to play the game. I'll try to optimize/fix the shader later, I would need a Radeon X1xxx myself to be able to test it, or someone who's willing to test anything I cook up.

Let me know if 0.351 works.


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PostPosted: Thu Aug 25, 2011 12:41 am 
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That version works like a charm. I'd just like to say that you're awesome.

I'd be happy to test any other fixes for this that you come up with.


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PostPosted: Sat Sep 24, 2011 4:12 pm 
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I still get this on my laptop, with a ATI Mobility Radeon X700. I also got it with Proun, as you mentioned.
I've tried 0.351 and 0.4 demo.

I've tried on another computer with no problems, and loved the game, so I hope it will eventually run on this one as well.


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PostPosted: Sun Sep 25, 2011 7:58 pm 
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Phelanpt wrote:
I still get this on my laptop, with a ATI Mobility Radeon X700. I also got it with Proun, as you mentioned.
I've tried 0.351 and 0.4 demo.

I've tried on another computer with no problems, and loved the game, so I hope it will eventually run on this one as well.


Can you try launching the demo beta 0.4 by passing a parameter "safemode" to it?

If you're familiar with the command line, just go to "C:\Program Files (x86)\Running with rifles" or where you installed the demo, and run it like rwr_game.exe safemode.

The other option is to browse to the aforementioned folder using Windows Explorer, and create a shortcut to rwr_game.exe, then bring up Properties dialog for the shortcut, and on the Target-field, add safemode to the end of it, i.e. "C:\Program Files (x86)\Running with rifles\rwr_game.exe" safemode.

This disables the AO-shader from even trying to compile in the startup, I'd expect you to to be able to run the game then.


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PostPosted: Fri Jan 20, 2012 11:07 pm 
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Sorry for only coming back to this now, but adding "safemode" didn't work. VisuaI Studio(which tries to debug all crashing programs) caught an unhandled win32 exception. Sorry for not having anything more specific.

Good luck with development! :)


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PostPosted: Sat Jan 21, 2012 11:54 am 
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Ok, so it did manage to skip the shader ok but it crashed somewhere else then. Any chance you could send me the rwr_game.log to pasi.kainiemi@modulaatio.com or post it on the forum? You can find the log file in Windows 7 and Vista by accessing "C:\ProgramData\Running with rifles". In Windows XP, it's usually something like "C:\Documents and Settings\All Users\Running with rifles" or "C:\Documents and Settings\All Users\Application Data\Running with rifles".


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PostPosted: Thu Aug 23, 2012 4:06 pm 
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Sorry for not coming back for this long. Just tried the new version (RUNNING WITH RIFLES demo beta 0.67), and I still have the same problem.
Running it with "safemode" gets me an unhandled win32 exception. I am posting the rwr_game.log, but I'm pretty sure that the game did not save a log from the run with "safemode", since the file is older.

Any ideas?

Code:
16:58:30: Creating resource group General
16:58:30: Creating resource group Internal
16:58:30: Creating resource group Autodetect
16:58:30: SceneManagerFactory for type 'DefaultSceneManager' registered.
16:58:31: Registering ResourceManager for type Material
16:58:31: Registering ResourceManager for type Mesh
16:58:31: Registering ResourceManager for type Skeleton
16:58:31: MovableObjectFactory for type 'ParticleSystem' registered.
16:58:31: OverlayElementFactory for type Panel registered.
16:58:31: OverlayElementFactory for type BorderPanel registered.
16:58:31: OverlayElementFactory for type TextArea registered.
16:58:31: Registering ResourceManager for type Font
16:58:31: ArchiveFactory for archive type FileSystem registered.
16:58:31: ArchiveFactory for archive type Zip registered.
16:58:31: DDS codec registering
16:58:31: FreeImage version: 3.13.1
16:58:31: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
16:58:31: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
16:58:31: Registering ResourceManager for type HighLevelGpuProgram
16:58:31: Registering ResourceManager for type Compositor
16:58:31: MovableObjectFactory for type 'Entity' registered.
16:58:31: MovableObjectFactory for type 'Light' registered.
16:58:31: MovableObjectFactory for type 'BillboardSet' registered.
16:58:31: MovableObjectFactory for type 'ManualObject' registered.
16:58:31: MovableObjectFactory for type 'BillboardChain' registered.
16:58:31: MovableObjectFactory for type 'RibbonTrail' registered.
16:58:31: *-*-* OGRE Initialising
16:58:31: *-*-* Version 1.7.2 (Cthugha)
16:58:31:                                         : initializing graphics
16:58:31:                                         : loading plugins
16:58:31: Loading library RenderSystem_Direct3D9
16:58:35: Installing plugin: D3D9 RenderSystem
16:58:35: D3D9 : Direct3D9 Rendering Subsystem created.
16:58:36: D3D9: Driver Detection Starts
16:58:36: D3D9: Driver Detection Ends
16:58:36: Plugin successfully installed
16:58:36: Loading library Plugin_CgProgramManager
16:58:38: Installing plugin: Cg Program Manager
16:58:38: Plugin successfully installed
16:58:38: Loading library Plugin_OctreeSceneManager
16:58:39: Installing plugin: Octree & Terrain Scene Manager
16:58:39: Plugin successfully installed
16:58:39: Loading library Plugin_ParticleFX
16:58:39: Installing plugin: ParticleFX
16:58:39: Particle Emitter Type 'Point' registered
16:58:39: Particle Emitter Type 'Box' registered
16:58:39: Particle Emitter Type 'Ellipsoid' registered
16:58:39: Particle Emitter Type 'Cylinder' registered
16:58:39: Particle Emitter Type 'Ring' registered
16:58:39: Particle Emitter Type 'HollowEllipsoid' registered
16:58:39: Particle Affector Type 'LinearForce' registered
16:58:39: Particle Affector Type 'ColourFader' registered
16:58:39: Particle Affector Type 'ColourFader2' registered
16:58:39: Particle Affector Type 'ColourImage' registered
16:58:39: Particle Affector Type 'ColourInterpolator' registered
16:58:39: Particle Affector Type 'Scaler' registered
16:58:39: Particle Affector Type 'Rotator' registered
16:58:39: Particle Affector Type 'DirectionRandomiser' registered
16:58:39: Particle Affector Type 'DeflectorPlane' registered
16:58:39: Plugin successfully installed
16:58:39:                                         : initializing render system
16:58:39: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
16:58:39: D3D9 : RenderSystem Option: Floating-point mode = Fastest
16:58:39: D3D9 : RenderSystem Option: FSAA = 6
16:58:39: D3D9 : RenderSystem Option: Full Screen = Yes
16:58:39: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
16:58:39: D3D9 : RenderSystem Option: VSync = Yes
16:58:39: D3D9 : RenderSystem Option: VSync Interval = 1
16:58:39: D3D9 : RenderSystem Option: Video Mode = 1280 x 800 @ 32-bit colour
16:58:39:                                         : initializing render window
16:58:39: CPU Identifier & Features
16:58:39: -------------------------
16:58:39:  *   CPU ID: GenuineIntel: Intel(R) Pentium(R) M processor 2.00GHz
16:58:39:  *      SSE: yes
16:58:39:  *     SSE2: yes
16:58:39:  *     SSE3: no
16:58:39:  *      MMX: yes
16:58:39:  *   MMXEXT: yes
16:58:39:  *    3DNOW: no
16:58:39:  * 3DNOWEXT: no
16:58:39:  *     CMOV: yes
16:58:39:  *      TSC: yes
16:58:39:  *      FPU: yes
16:58:39:  *      PRO: no
16:58:39:  *       HT: no
16:58:39: -------------------------
16:58:39: D3D9 : Subsystem Initialising
16:58:39: Registering ResourceManager for type Texture
16:58:39: Registering ResourceManager for type GpuProgram
16:58:39: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x800 fullscreen  miscParams: FSAA=6 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
16:58:39: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1280x800, 32bpp
16:58:39: D3D9 : Multi head disabled. It causes horizontal line when used in XP + VSync combination
16:58:45: RenderSystem capabilities
16:58:45: -------------------------
16:58:45: RenderSystem Name: Direct3D9 Rendering Subsystem
16:58:45: GPU Vendor: ati
16:58:45: Device Name: Monitor-1-ATI MOBILITY RADEON X700
16:58:45: Driver Version: 6.14.10.6587
16:58:45:  * Fixed function pipeline: yes
16:58:45:  * Hardware generation of mipmaps: yes
16:58:45:  * Texture blending: yes
16:58:45:  * Anisotropic texture filtering: yes
16:58:45:  * Dot product texture operation: yes
16:58:45:  * Cube mapping: yes
16:58:45:  * Hardware stencil buffer: yes
16:58:45:    - Stencil depth: 8
16:58:45:    - Two sided stencil support: yes
16:58:45:    - Wrap stencil values: yes
16:58:45:  * Hardware vertex / index buffers: yes
16:58:45:  * Vertex programs: yes
16:58:45:  * Number of floating-point constants for vertex programs: 256
16:58:45:  * Number of integer constants for vertex programs: 16
16:58:45:  * Number of boolean constants for vertex programs: 16
16:58:45:  * Fragment programs: yes
16:58:45:  * Number of floating-point constants for fragment programs: 32
16:58:45:  * Number of integer constants for fragment programs: 16
16:58:45:  * Number of boolean constants for fragment programs: 16
16:58:45:  * Geometry programs: no
16:58:45:  * Number of floating-point constants for geometry programs: 0
16:58:45:  * Number of integer constants for geometry programs: 0
16:58:45:  * Number of boolean constants for geometry programs: 0
16:58:45:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_b ps_2_x vs_1_1 vs_2_0
16:58:45:  * Texture Compression: yes
16:58:45:    - DXT: yes
16:58:45:    - VTC: no
16:58:45:    - PVRTC: no
16:58:45:  * Scissor Rectangle: yes
16:58:45:  * Hardware Occlusion Query: yes
16:58:45:  * User clip planes: yes
16:58:45:  * VET_UBYTE4 vertex element type: yes
16:58:45:  * Infinite far plane projection: yes
16:58:45:  * Hardware render-to-texture: yes
16:58:45:  * Floating point textures: yes
16:58:45:  * Non-power-of-two textures: yes (limited)
16:58:45:  * Volume textures: yes
16:58:45:  * Multiple Render Targets: 4
16:58:45:    - With different bit depths: no
16:58:45:  * Point Sprites: yes
16:58:45:  * Extended point parameters: yes
16:58:45:  * Max Point Size: 10
16:58:45:  * Vertex texture fetch: no
16:58:45:  * Number of world matrices: 0
16:58:45:  * Number of texture units: 8
16:58:45:  * Stencil buffer depth: 8
16:58:45:  * Number of vertex blend matrices: 0
16:58:45:  * Render to Vertex Buffer : no
16:58:45:  * DirectX per stage constants: no
16:58:45: ***************************************
16:58:45: *** D3D9 : Subsystem Initialised OK ***
16:58:45: ***************************************
16:58:45: DefaultWorkQueue('Root') initialising on thread 001573B8.
16:58:45: DefaultWorkQueue('Root')::WorkerFunc - thread 001D1578 starting.
16:58:45: Particle Renderer Type 'billboard' registered
16:58:45: SceneManagerFactory for type 'OctreeSceneManager' registered.
16:58:45: SceneManagerFactory for type 'TerrainSceneManager' registered.
16:58:45: Added resource location 'media' of type 'FileSystem' to resource group 'General'
16:58:45: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
16:58:45: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
16:58:45: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
16:58:45: Added resource location 'media//maps//map1' of type 'FileSystem' to resource group 'General'
16:58:45: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
16:58:45: Added resource location 'media//data1.pak' of type 'Zip' to resource group 'General'
16:58:45: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
16:58:45: Parsing scripts for resource group Autodetect
16:58:45: Finished parsing scripts for resource group Autodetect
16:58:45: Parsing scripts for resource group General
16:58:45: Parsing script NormalAndDepth.program
16:58:50: Parsing script soldieroutline.program
16:58:50: Parsing script StdQuad_vp.program
16:58:50: Parsing script terrain.program
16:58:50: Parsing script AmbientOcclusion.program
16:58:50: Parsing script Blood.material
16:58:50: Parsing script Branch.material
16:58:50: Parsing script BuildingBase.material
16:58:50: Parsing script Bullet.material
16:58:50: Parsing script BulletTrail.material
16:58:50: Parsing script BushPlant.material
16:58:50: Parsing script ChatBubble.material
16:58:50: Parsing script Container.material
16:58:50: Parsing script Crate.material
16:58:50: Parsing script Crosshair.material
16:58:50: Parsing script Dust.material
16:58:50: Parsing script Explosion.material
16:58:50: Parsing script FarmFence.material
16:58:50: Parsing script Flame.material
16:58:50: Parsing script GrassUp.material
16:58:50: Parsing script GrenadeCrate.material
16:58:50: Parsing script Hud.material
16:58:50: Parsing script Intro.material
16:58:50: Parsing script lines.material
16:58:50: Parsing script MapView.material
16:58:50: Parsing script MenuSystem.material
16:58:50: Parsing script MultiStoryBuilding.material
16:58:50: Parsing script NormalAndDepth.material
16:58:50: Parsing script Piece.material
16:58:50: Parsing script Plant.material
16:58:50: Parsing script PlayerFarMarker.material
16:58:50: Parsing script PlayerMarker.material
16:58:50: Parsing script RoadLine.material
16:58:50: Parsing script Rock.material
16:58:50: Parsing script SandBagWall.material
16:58:50: Parsing script SecurityFence.material
16:58:50: Parsing script ShadowBranch.material
16:58:50: Parsing script ShadowPixel.material
16:58:50: Parsing script ShadowPlant.material
16:58:50: Parsing script ShoePrint.material
16:58:50: Parsing script smoke.material
16:58:50: Parsing script Soldier3dPixel.material
16:58:50: Parsing script Stone.material
16:58:50: Parsing script terrain.material
16:58:50: Parsing script TreeGroundBase.material
16:58:50: Parsing script Trench.material
16:58:50: Parsing script Weapon3dPixel.material
16:58:50: Parsing script ZebraCrossing.material
16:58:50: Parsing script AmbientOcclusion.material
16:58:51: Parsing script Burst.particle
16:58:51: Parsing script Dust.particle
16:58:51: Parsing script Explosion.particle
16:58:51: Parsing script MinorExplosion.particle
16:58:51: Parsing script Muzzle.particle
16:58:51: Parsing script AmbientOcclusion.compositor
16:58:51: Finished parsing scripts for resource group General
16:58:51: Parsing scripts for resource group Internal
16:58:51: Finished parsing scripts for resource group Internal
16:58:51:                                         : initializing scene manager
16:58:51: TerrainSceneManager: Registered a new PageSource for type Heightmap
16:58:51:                                         : initializing terrain
16:58:51: TerrainSceneManager: Activated PageSource Heightmap
16:58:56: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
16:58:56: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:58:56: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:58:56: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:58:56: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:58:56: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:58:56: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
16:58:56: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:58:56: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
16:58:56:                                         : initializing fonts
16:58:57: Font BasicFontusing texture size 2048x2048
16:58:57: Info: Freetype returned null for character 32 in font BasicFont
16:58:57: Info: Freetype returned null for character 160 in font BasicFont
16:58:57: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
16:58:57: Font BasicFontItalicusing texture size 2048x2048
16:58:57: Info: Freetype returned null for character 32 in font BasicFontItalic
16:58:57: Info: Freetype returned null for character 160 in font BasicFontItalic
16:58:57: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
16:58:57:                                         : initializing audio
16:58:59:                                         : initializing input
16:59:02: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
16:59:02:                                         : application start done
16:59:02:                                         : rendering the first frame
16:59:02: OGRE EXCEPTION(3:RenderingAPIException): Cannot create D3D9 pixel shader AmbientOcclusionFP_2_x from microcode. in D3D9GpuFragmentProgram::loadFromMicrocode at ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9GpuProgram.cpp (line 369)



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PostPosted: Fri Aug 24, 2012 8:56 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
That is indeed the old log. The new demo is using another application data folder, you could look for RUNNING WITH RIFLES Demo -folder in C:\ProgramData or the equivalent for Windows XP as mentioned earlier.

There is one thing you could try instead of "safemode" switch, but it goes a bit in depth with stuff:
* go to where you installed the demo, e.g. C:\Program Files\RUNNING WITH RIFLES Demo\ or C:\Program Files (x86)\RUNNING WITH RIFLES Demo\, and media-subfolder there.
* rename data2.pak to data2.zip
* access data2.zip (depending on your zip application, you might need to unzip the file first to a folder; some applications allow you to edit the files in the zip on the fly)
* edit AmbientOcclusion.material file, Notepad is just fine for editing it
* look for "gpu_device_rule exclude "*Radeon X1*"" and change "Radeon X1*" to "Radeon X*"
* save the file
* if you needed to unzip the zip, compress the files again back to data2.zip replacing the old one
* rename data2.zip back to data2.pak
* run the demo


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