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RUNNING WITH RIFLES Multiplayer

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 Post subject: Can't start the game
PostPosted: Wed Dec 27, 2017 5:29 am 
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Joined: Wed Dec 27, 2017 5:24 am
Posts: 3
I just bought this game yesterday and i can't start the game. Nothing is working
Keep getting the "rwr_config.exe has stopped working" error.
I've tried restart window, verify the files, reinstall DirectX, reinstall OpenAL and nothing worked
Can anyone help me :'(

Here's my log
Code:
12:20:31: Creating resource group General
12:20:31: Creating resource group Internal
12:20:31: Creating resource group Autodetect
12:20:31: SceneManagerFactory for type 'DefaultSceneManager' registered.
12:20:31: Registering ResourceManager for type Material
12:20:31: Registering ResourceManager for type Mesh
12:20:31: Registering ResourceManager for type Skeleton
12:20:31: MovableObjectFactory for type 'ParticleSystem' registered.
12:20:31: OverlayElementFactory for type Panel registered.
12:20:31: OverlayElementFactory for type BorderPanel registered.
12:20:31: OverlayElementFactory for type TextArea registered.
12:20:31: Registering ResourceManager for type Font
12:20:31: ArchiveFactory for archive type FileSystem registered.
12:20:31: ArchiveFactory for archive type Zip registered.
12:20:31: DDS codec registering
12:20:31: FreeImage version: 3.15.1
12:20:31: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
12:20:31: 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,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,sti
12:20:31: Registering ResourceManager for type HighLevelGpuProgram
12:20:31: Registering ResourceManager for type Compositor
12:20:31: MovableObjectFactory for type 'Entity' registered.
12:20:31: MovableObjectFactory for type 'Light' registered.
12:20:31: MovableObjectFactory for type 'BillboardSet' registered.
12:20:31: MovableObjectFactory for type 'ManualObject' registered.
12:20:31: MovableObjectFactory for type 'BillboardChain' registered.
12:20:31: MovableObjectFactory for type 'RibbonTrail' registered.
12:20:31: *-*-* OGRE Initialising
12:20:31: *-*-* Version 1.7.4 (Cthugha)
12:20:31: initializing graphics
12:20:31: loading plugins
12:20:31: Loading library RenderSystem_Direct3D9
12:20:31: Installing plugin: D3D9 RenderSystem
12:20:31: D3D9 : Direct3D9 Rendering Subsystem created.
12:20:31: D3D9: Driver Detection Starts
12:20:31: D3D9: Driver Detection Ends
12:20:31: Plugin successfully installed
12:20:31: initializing render system
12:20:31: option: Allow NVPerfHUD, current value: No
12:20:31:   possible value: Yes
12:20:31:   possible value: No
12:20:31: option: FSAA, current value: 0
12:20:31:   possible value: 0
12:20:31:   possible value: 2
12:20:31:   possible value: 4
12:20:31:   possible value: 8
12:20:31:   possible value: 8 [Quality]
12:20:31: option: Floating-point mode, current value: Fastest
12:20:31:   possible value: Fastest
12:20:31:   possible value: Consistent
12:20:31: option: Full Screen, current value: Yes
12:20:31:   possible value: Yes
12:20:31:   possible value: No
12:20:31: option: Rendering Device, current value: Monitor-1-NVIDIA GeForce GTX 950M
12:20:31:   possible value: Monitor-1-NVIDIA GeForce GTX 950M
12:20:31: option: Resource Creation Policy, current value: Create on all devices
12:20:31:   possible value: Create on all devices
12:20:31:   possible value: Create on active device
12:20:31: option: VSync, current value: No
12:20:31:   possible value: Yes
12:20:31:   possible value: No
12:20:31: option: VSync Interval, current value: 1
12:20:31:   possible value: 1
12:20:31:   possible value: 2
12:20:31:   possible value: 3
12:20:31:   possible value: 4
12:20:31: option: Video Mode, current value: 800 x 600 @ 32-bit colour
12:20:31:   possible value: 640 x 400 @ 32-bit colour
12:20:31:   possible value: 640 x 480 @ 32-bit colour
12:20:31:   possible value: 800 x 600 @ 32-bit colour
12:20:31:   possible value: 1024 x 768 @ 32-bit colour
12:20:31:   possible value: 1152 x 864 @ 32-bit colour
12:20:31:   possible value: 1280 x 600 @ 32-bit colour
12:20:31:   possible value: 1280 x 720 @ 32-bit colour
12:20:31:   possible value: 1280 x 768 @ 32-bit colour
12:20:31:   possible value: 1280 x 800 @ 32-bit colour
12:20:31:   possible value: 1280 x 960 @ 32-bit colour
12:20:31:   possible value: 1280 x 1024 @ 32-bit colour
12:20:31:   possible value: 1360 x 768 @ 32-bit colour
12:20:31:   possible value: 1366 x 768 @ 32-bit colour
12:20:31:   possible value: 1400 x 1050 @ 32-bit colour
12:20:31:   possible value: 1440 x 900 @ 32-bit colour
12:20:31:   possible value: 1600 x 900 @ 32-bit colour
12:20:31:   possible value: 1680 x 1050 @ 32-bit colour
12:20:31:   possible value: 1920 x 1080 @ 32-bit colour
12:20:31: option: sRGB Gamma Conversion, current value: No
12:20:31:   possible value: Yes
12:20:31:   possible value: No
12:20:31: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
12:20:31: D3D9 : RenderSystem Option: Floating-point mode = Fastest
12:20:31: D3D9 : RenderSystem Option: VSync Interval = 1
12:20:31: D3D9 : RenderSystem Option: FSAA = 0
12:20:31: D3D9 : RenderSystem Option: Full Screen = No
12:20:31: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
12:20:31: D3D9 : RenderSystem Option: VSync = Yes
12:20:31: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
12:20:31: render system initialized
12:20:31: initializing render window
12:20:31: CPU Identifier & Features
12:20:31: -------------------------
12:20:31:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5-6300HQ CPU @ 2.30GHz
12:20:31:  *      SSE: yes
12:20:31:  *     SSE2: yes
12:20:31:  *     SSE3: yes
12:20:31:  *      MMX: yes
12:20:31:  *   MMXEXT: yes
12:20:31:  *    3DNOW: no
12:20:31:  * 3DNOWEXT: no
12:20:31:  *     CMOV: yes
12:20:31:  *      TSC: yes
12:20:31:  *      FPU: yes
12:20:31:  *      PRO: yes
12:20:31:  *       HT: no
12:20:31: -------------------------
12:20:31: D3D9 : Subsystem Initialising
12:20:31: Registering ResourceManager for type Texture
12:20:31: Registering ResourceManager for type GpuProgram
12:20:31: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES Config (c) Osumia Games 2017", 800x600 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
12:20:31: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES Config (c) Osumia Games 2017' : 800x600, 32bpp
12:20:31: D3D9: Vertex texture format supported - PF_A8R8G8B8
12:20:31: D3D9: Vertex texture format supported - PF_B8G8R8A8
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
12:20:31: D3D9: Vertex texture format supported - PF_R8G8B8A8
12:20:31: D3D9: Vertex texture format supported - PF_DEPTH
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT16_R
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT32_R
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT16_GR
12:20:31: D3D9: Vertex texture format supported - PF_FLOAT32_GR
12:20:31: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
12:20:31: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
12:20:31: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
12:20:31: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
12:20:31: RenderSystem capabilities
12:20:31: -------------------------
12:20:31: RenderSystem Name: Direct3D9 Rendering Subsystem
12:20:31: GPU Vendor: nvidia
12:20:31: Device Name: Monitor-1-NVIDIA GeForce GTX 950M
12:20:31: Driver Version: 23.21.13.8871
12:20:31:  * Fixed function pipeline: yes
12:20:31:  * Hardware generation of mipmaps: yes
12:20:31:  * Texture blending: yes
12:20:31:  * Anisotropic texture filtering: yes
12:20:31:  * Dot product texture operation: yes
12:20:31:  * Cube mapping: yes
12:20:31:  * Hardware stencil buffer: yes
12:20:31:    - Stencil depth: 8
12:20:31:    - Two sided stencil support: yes
12:20:31:    - Wrap stencil values: yes
12:20:31:  * Hardware vertex / index buffers: yes
12:20:31:  * Vertex programs: yes
12:20:31:  * Number of floating-point constants for vertex programs: 256
12:20:31:  * Number of integer constants for vertex programs: 16
12:20:31:  * Number of boolean constants for vertex programs: 16
12:20:31:  * Fragment programs: yes
12:20:31:  * Number of floating-point constants for fragment programs: 224
12:20:31:  * Number of integer constants for fragment programs: 16
12:20:31:  * Number of boolean constants for fragment programs: 16
12:20:31:  * Geometry programs: no
12:20:31:  * Number of floating-point constants for geometry programs: 0
12:20:31:  * Number of integer constants for geometry programs: 0
12:20:31:  * Number of boolean constants for geometry programs: 0
12:20:31:  * 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
12:20:31:  * Texture Compression: yes
12:20:31:    - DXT: yes
12:20:31:    - VTC: no
12:20:31:    - PVRTC: no
12:20:31:  * Scissor Rectangle: yes
12:20:31:  * Hardware Occlusion Query: yes
12:20:31:  * User clip planes: yes
12:20:31:  * VET_UBYTE4 vertex element type: yes
12:20:31:  * Infinite far plane projection: yes
12:20:31:  * Hardware render-to-texture: yes
12:20:31:  * Floating point textures: yes
12:20:31:  * Non-power-of-two textures: yes
12:20:31:  * Volume textures: yes
12:20:31:  * Multiple Render Targets: 4
12:20:31:    - With different bit depths: yes
12:20:31:  * Point Sprites: yes
12:20:31:  * Extended point parameters: yes
12:20:31:  * Max Point Size: 10
12:20:31:  * Vertex texture fetch: yes
12:20:31:  * Number of world matrices: 0
12:20:31:  * Number of texture units: 8
12:20:31:  * Stencil buffer depth: 8
12:20:31:  * Number of vertex blend matrices: 0
12:20:31:    - Max vertex textures: 4
12:20:31:    - Vertex textures shared: no
12:20:31:  * Render to Vertex Buffer : no
12:20:31:  * DirectX per stage constants: yes
12:20:31: ***************************************
12:20:31: *** D3D9 : Subsystem Initialised OK ***
12:20:31: ***************************************
12:20:31: DefaultWorkQueue('Root') initialising on thread 00866128.
12:20:31: DefaultWorkQueue('Root')::WorkerFunc - thread 0646A0D0 starting.
12:20:31: Particle Renderer Type 'billboard' registered
12:20:31: DefaultWorkQueue('Root')::WorkerFunc - thread 0646A100 starting.
12:20:31: DefaultWorkQueue('Root')::WorkerFunc - thread 0646A130 starting.
12:20:31: DefaultWorkQueue('Root')::WorkerFunc - thread 0646A190 starting.
12:20:31: render window initialized
12:20:31: Added resource location 'media/textures_config' of type 'FileSystem' to resource group 'General'
12:20:31: Added resource location 'media/packages/vanilla/fonts' of type 'FileSystem' to resource group 'General'
12:20:31: Added resource location 'media/config.pak' of type 'Zip' to resource group 'General'
12:20:31: Parsing scripts for resource group Autodetect
12:20:31: Finished parsing scripts for resource group Autodetect
12:20:31: Parsing scripts for resource group General
12:20:31: Parsing script menusystem.material
12:20:31: Parsing script chinese_basic_font_025.fontdef
12:20:31: Parsing script chinese_basic_font_050.fontdef
12:20:31: Parsing script chinese_basic_font_100.fontdef
12:20:31: Parsing script chinese_basic_font_outline_025.fontdef
12:20:31: Parsing script chinese_basic_font_outline_050.fontdef
12:20:31: Parsing script chinese_basic_font_outline_100.fontdef
12:20:31: Parsing script chinese_input_font_outline_025.fontdef
12:20:31: Parsing script chinese_input_font_outline_050.fontdef
12:20:31: Parsing script chinese_input_font_outline_100.fontdef
12:20:31: Parsing script latin1_basic_font_025.fontdef
12:20:31: Parsing script latin1_basic_font_050.fontdef
12:20:32: Parsing script latin1_basic_font_100.fontdef
12:20:32: Parsing script latin1_basic_font_outline_025.fontdef
12:20:32: Parsing script latin1_basic_font_outline_050.fontdef
12:20:32: Parsing script latin1_basic_font_outline_100.fontdef
12:20:32: Parsing script latin1_input_font_outline_025.fontdef
12:20:32: Parsing script latin1_input_font_outline_050.fontdef
12:20:32: Parsing script latin1_input_font_outline_100.fontdef
12:20:32: Parsing script russian_basic_font_025.fontdef
12:20:32: Parsing script russian_basic_font_050.fontdef
12:20:32: Parsing script russian_basic_font_100.fontdef
12:20:32: Parsing script russian_basic_font_outline_025.fontdef
12:20:32: Parsing script russian_basic_font_outline_050.fontdef
12:20:32: Parsing script russian_basic_font_outline_100.fontdef
12:20:32: Parsing script russian_input_font_outline_025.fontdef
12:20:32: Parsing script russian_input_font_outline_050.fontdef
12:20:32: Parsing script russian_input_font_outline_100.fontdef
12:20:32: Finished parsing scripts for resource group General
12:20:32: Parsing scripts for resource group Internal
12:20:32: Finished parsing scripts for resource group Internal
12:20:32: OverlayElementFactory for type TextArea2 registered.
12:20:32: Command line parameters:
12:20:32: Texture: config_background.png: Loading 1 faces(PF_A8R8G8B8,640x480x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,640x480x1.
12:20:32: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:20:32: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:20:32: Config file load failed, file C:\Users\TankerChu\AppData\Roaming\Running with rifles\config.xml
12:20:32: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:20:32: Render devices = 1
12:20:32: Acceptable resolutions = 18
12:20:32: application start done
12:20:32: rendering the first frame
12:20:32: Texture: latin1_basic_font_outline_050.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.


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 Post subject: Re: Can't start the game
PostPosted: Wed Dec 27, 2017 10:12 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
Make sure your firewall/virus scanner isn't blocking the rwr_config.exe as well as the rwr_game.exe.


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 Post subject: Re: Can't start the game
PostPosted: Wed Dec 27, 2017 4:54 pm 
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Joined: Wed Dec 27, 2017 5:24 am
Posts: 3
i do allow RWR get through the firewall
so i don't think the firewall is the problem


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 Post subject: Re: Can't start the game
PostPosted: Wed Dec 27, 2017 7:14 pm 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Stopped working -case should add a relevant entry in Windows Event Viewer that could give some clues where the issue is.

If you access Event Viewer in Windows 10, on the left side you should see a hierarchy with Event viewer (Local) / Windows Logs / Application. Clicking on Application it shows recent application crash logs, among other things, on the center area and the odds are you're seeing some related to RWR if you try click on some of the entries. You could either copypaste some of that info here on the forum or if you like you can send the info to me at support@osumiagames.com.

Not too far from now there was a case which seemed to point to ntdll.dll with the crash for RWR, it was ultimately found that Bitdefender needed to have RWR whitelisted for that particular player.


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 Post subject: Re: Can't start the game
PostPosted: Thu Dec 28, 2017 4:39 pm 
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Joined: Wed Dec 27, 2017 5:24 am
Posts: 3
So I have emailed you my log info. Please take a look at that


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 Post subject: Re: Can't start the game
PostPosted: Fri Dec 29, 2017 6:34 pm 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
For future reference, the event viewer had an entry for rwr_config.exe with d3d9.dll being the source for the crash.

Googling with d3d9.dll 10.0.16299.98 brought up a number of matches with various games and apps having similar sounding issues with launching after a particular Windows 10 update, along with responses that reverting that particular update would help these apps run again.

Furthermore there was this https://answers.microsoft.com/en-us/win ... ca2661cdee, which suggested MSI Afterburner could have something to do with the issue and disabling it helps. Amazingly enough it also worked for TankerChu!

Further reading: https://answers.microsoft.com/en-us/win ... 4dc?auth=1


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