Author Topic: Bug Report Thread.  (Read 45346 times)

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Offline cowboy

  • 26
I've noticed before, it used to bug the crap out of me.

 

Offline Karl

  • 211
yeah there are a couple to typos, I guess they will be fixed in time

 

Offline Parias

  • 27
Previously, player brains took more direct paths and turned instantly
(...)
the time it now takes for them to turn or respond often causes critical damage.

Forgive my ignorance - I actually wanted to comment on this, maybe as a bit of a personal preference thing as I haven't actually tried Omnitech out yet; something that always seriously bothered me about MC2 is the way that mechs would always change direction really, really quickly, with only a minimal amount of transition time, sort of ruined the feel of the game for me (mechs moving around in combat would be twitching their legs like crazy from all the direction changes). Does this mean that this has been fixed in Omnitech -  mechs actually rotate smoothly and a bit more slowly when changing direction?

Again, I recognize this as maybe just a personal preference thing particularly in light of feedback like the above on how this could impact the game's difficulty, but I'd love to keep smooth rotation in, at least as an option or something. Aside from resolving one of my hugest pet peeves with MC2, It could actually make the game a bit more tactical as you'd have to make sure your mechs are facing the right way (and would offer a larger benefit in attacking enemies from "behind").

 

Offline cowboy

  • 26
They do move more slowly now, but there are issues with the new brains where you'll have enemies behind a hill heading your way, and you need to move damaged assaults to a safe distance before they have LOS. The new brain will occasionally make those mechs appear confused and just twitch left and right about 10 degrees and not actually move anywhere, resulting in their death. I really liked that feature from the old brains, but I get how it decimates realism.

 
I'm not sure how you MCO guys will take this, but you probably shouldn't have modified retail behavior, or broken anything retail at all for that matter and should have stuck to code upgrades and bug fixes.  :nervous:  The FreeSpace Open SCP seems to work really well with the main focus being on bugfixes and feature additions rather than complete re-writes of retail behavior.  The way SCP does it people who like retail get retail, just with bugfixes and graphical updates, whereas anyone who wants to play a modernized MC2 is stuck with your alterations to the base game, which they may not like over retail behavior, but they really don't get a choice in the matter.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline cowboy

  • 26
I'm not sure how you MCO guys will take this, but you probably shouldn't have modified retail behavior, or broken anything retail at all for that matter and should have stuck to code upgrades and bug fixes.  :nervous:  The FreeSpace Open SCP seems to work really well with the main focus being on bugfixes and feature additions rather than complete re-writes of retail behavior.  The way SCP does it people who like retail get retail, just with bugfixes and graphical updates, whereas anyone who wants to play a modernized MC2 is stuck with your alterations to the base game, which they may not like over retail behavior, but they really don't get a choice in the matter.

Pretty harsh criticism. Why are you so concerned about this?

 
Well, I wasn't trying to be harsh.  If I sounded that way, I apologize.  I'm just worried about MCO ending up like MekTek's MW4 and its "our way or no way" style of doing things, and I really didn't want to see that happen to MC2.  That and the FSO SCP seems to have worked out really well for modders with all the mods hosted here on HLP, and I'd like to see the same flourishing mod community with MCO instead of just a hardcoded revision of the entire game.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline Karl

  • 211
I can understand where you are coming from there SpardaSon but did you ever play the retail MC2? It has some serious issues not just relating to bug fixes but game play issues as well. Also MC2 was in some ways quite a let down for those who played MC1/G, as such (to me at least) the changes to MCO are in many ways a move to bring MC2 back to a more MC1/G style of play while both retaining the good aspect of MC2 and adding a few ideas of our own. Its not retail preserving but its not entirely unguided modification of anything and everything.

As I said I do see your point though

 
Since I first heard about Microsoft releasing the MechCommander 2 source code I've hoped for a project like this. Thank you for all your hard work and amazing perseverance. Here are bugs I have noted while playing the current release version (156):

  • When the naming of a modified Mech Variant is canceled at the Mech Variant Naming Screen and then the modification of the Mech is aborted the Mech reverts to its former configuration (as expected), however the components that had been added to the modified Mech Variant do not return to the Player's Inventory.
  • If Mission Tonnage is altered and then game is saved and subsequently loaded the Mission Tonnage reverts to the default Mission Tonnage without adding/subtracting the appropriate cost of the tonnage change from the Player's Cbills.
  • Can reassign Formations key (default K) in the Hotkeys Tab of the Options Menu, but the function is not remapped. The default key (K) continues to work while the newly assigned key does not.
  • Cannot name a modified Mech Variant the same name as an identical (exact same components and placement) Mech Variant.
    Workaround: Sell the first Mech Variant on Mech marketplace, create and name or rename the identical Mech Variant to first Mech Variant's name, then buy the first Mech Variant back from Mech Marketplace (they even stack).
  • When using the waypointing system (Ctrl) and pressing the run button (default Space) the first waypoint will be set as a 'run' waypoint but subsequent waypoints will be set as 'walk' waypoints.
    Workaround: Click the Run Icon after each waypoint is set.

My apologies if any of the above are known, outdated, or intentional.

As noted earlier in this thread I've also had numerous crashes when attempting to Quickload, especially later in a campaign; loading will sometimes work after a few tries, sometimes not. I've had a few crashes trying to load saved games, but those have always worked after a of couple tries. I've had a couple crashes on mission end, but these have eventually worked using Quickload and repeating extraction. All of these crashes have been similar to the memory errors previously reported in this thread. I've also had some issues with the component market updating after missions; sometimes it does sometimes it doesn't. I've finished a mission and had it update, replacing what I bought the mission before, (as I assume is intended) and then I've used Quickload and ended the exact same mission and not had the component market update. I haven't noticed such problems with the Mech Marketplace. I have also a few Errors on Exit, some memory errors and a few standard Windows 7 errors (I didn't pay much attention as I assume Errors on Exit are very low priority).

Keep up the good work; patiently but fervently awaiting a new release.
« Last Edit: August 11, 2012, 04:00:07 am by sqparadox »

 

Offline magic

  • Moderator
  • 211
Thank you sqparadox.

- mech variant names will work differently then in mc2. Players own mechs will be unique and can be (re)named. They will not go to standard variants for purchase or so. Players mechs are unique objects that will carry damage from the mission to logistics and from logistics to mission.
- mission tonnage save/load fixed, added new feature +/- Resource points, just like tonnage with save/load ok.
- I did not think of the "K", will take a look.
- This will (probably) be possible?
- I am sorry but this works OK?

I was on vacation and had some personal problems later, that kept me away from MCO.
Still managed to find (and kill) two serious memory related bugs. One was mine and the other inherited.
Quickload problem is also fixed, I hope.

Purchasing will be removed from mechbay screen it will be moved to commanders office as well as mechlab. Once you accept the mission, you cant change your mechs or purchase anything, you can repair, if forgotten, or go to the mission.

And MCO is at version 224.

SpardaSon21, I am not offended.
The main goal of MCO is not to be like MC2, for many reasons.
If you want MC2, please download and play MC2.

 

Offline cowboy

  • 26
Wow magic, that's a lot of revisions... Are we going to see a test-able version any time soon?

What is your plan on compatibility with old campaigns like Liberation of Volstand, MW2Mercs, etc.?

 

Offline magic

  • Moderator
  • 211
I can post a version 224 for testing, without commanders office and new mechlab, there is much to do there.

All campaigns will be transferred. I already did exodus and mw2 mercs, and hired some mercs that did 5 of the other 8 campaigns.

Volstand and 2 (or 3) other campaigns are still to be transferred.

Anyone interested to do that?

You will need MCO178last with editor transfer, and MCO224.

1. 178last must be installed and then campaign you want to transfer.
2. mission.burnin.jpg for all missions that are going to be transferred must be converted (and saved as) mission.tga.

3. go to data/missions folder and open mission.FIT.
4. look for:
[Part1]
ul ObjectNumber = 1294
...
st CSVFile = "Uller"

- make sure that all "parts" have their correct "ObjectNumber".
- look for object number in data/objects/movobj.fit:

[1294]
l ObjectTypeNum = 2;
st CSVname = "uller"

Object number for Uller from the example is in square brackets.

5. Look for :
l ModelID = X

replace X with -1 (you can find and type correct object numbers if you want but its simpler and faster if you assign -1) for ALL.

6. Start the editorTransfer
7. Open test mission "p"
8. from the file open menu open mission you want to transfer and then save. If you get a crush this means you have incorrect object number or modelID.

9. Editor has a memory leak so do this for 3-4 missions than close and restart the editor.

Do this for every mission you want to transfer.

10. After you finish all desired missions, go to data/missions folder and copy all mission.FIT and mission.PAK files to a new folder somewhere else from MCO install folder e.g. d:/convertedMissions/missions.
Go to data/textures folder and copy all mission.tga files to (e.g.) d:/convertedMissions/textures.
Do this for all missions you transferred.

11. Uninstall campaign or campaigns.
12. Uninstall MCO.

13. install MCO224.
14. install campaign or campaigns (from the above).
15. Go to d:/convertedMissions folder. Select both missions and textures folder and copy to MechcommanderOmnitech/data folder (replace).
16. Open the editor, edit test mission "p".
17. from the file open, open the mission(s) you transferred and save. This step is must in order to recalculate passability map. Without it movers will walk through walls and buildings.
18. do this for all transferred missions.
19. go to data/missions folder and copy all mission.pak and mission.fit files for all transferred mission to e.g.
d:/convertedMissionsFinal/missions.

20. zip or rar that folder and upload somewhere for me to take it and copy to the installer of the campaign(s).

It is complicated and a hard work.

Karl is working on Carver V campaign.

 

Offline cowboy

  • 26
Any short ones? I'll give it a shot.

 

Offline magic

  • Moderator
  • 211
OK, uploading 178last and 224 versions, will post the links when ready.

 
Playing MCO 1.56 and the Carver V campaign.
I can't complete Breach: Bandit Headquarters mission. Each time i finish the mission the game crashes with this error:

STOP : Attempted to free invalid memory, or memory corrupted before block at adress 0x4a31f68

I've tried rebooting but still get the same. Eventually i redid the mission and it still crashed with this error:

STOP : Attempted to free invalid memory, or memory corrupted before block at adress 0x6611f68


Don't know what to do :(

 
This is an all too common problem, but it will hopefully be fixed in the next version (thanks Magic!).

I ran into this several times playing through the Carver V campaign in 156 a couple weeks back. Unfortunately the only advice I can give is too keep trying to complete the mission and eventually you will get through. It took me 5+ tries to get past the ending of one mission without a crash. Quicksave is also borked at the moment (it gets worse as the campaign goes on) but if you can get a functional quicksave toward the end of the mission (like when heading for the extraction zone) you can simply load that qucksave upon entering any mission and you'll be back where you were ready to end the mission in question.

Good luck, hopefully the new version will be out soon.
« Last Edit: August 28, 2012, 10:27:39 am by sqparadox »

 

Offline cowboy

  • 26
I've noticed that if I re-start the same mission that my quicksave is from, I get better results*.

*from loading the quicksave

 

Offline magic

  • Moderator
  • 211
When posting the report with the memory problem like Mikael_Joe, please post a list of mechs you are using.

I noticed that some of the new mechs are causing crushes. Ant try to replay the mission with different mechs.

I found (and fixed) that on one of my mechs - Kodiak latest model.

The problem can be in the model and can pass through conversion to a model useable by the game. It can even load and work fine in the game but can cause memory related crushes at some point of the mission.

There should be more mech models that can cause the problems.

 

Offline dtwn

  • 22
Just wanted to say thank you for creating this mod, magic, Starman01, Ma.Din and whoever else I might have missed out.

I've been running into a ton of bugs lately, mostly of the memory allocation/invalid memory variety. The current one is a doozy.

It runs on the Carver V campaign remake (with lower RPs) and happens in the mechlab. Any mech I attempt to remove items on will allow only two pieces to be removed. The third will always cause a crash. I was able to run the mission once but it crashed early on and this particular bug kicked in subsequently. Saving the mission after removing two pieces of equipment causes the game to hang on the removal of the next piece. Third time is apparently not the charm.

Code: [Select]
EXCEPTION : Attempt to read from address 0xE00A0662 in MSVCR100! (+0x10A8)
Address   : 0x6A3C20A8
Location  : MSVCR100! (+0x10A8)

Call Stack
==========
0x005353C7 MCOREL! (+0x1343C7)             
0x0053576A MCOREL! (+0x13476A)             
0x004D25FA MCOREL! (+0xD15FA)               
0x004D332F MCOREL! (+0xD232F)               
0x004F9D0C MCOREL! (+0xF8D0C)               
0x004FC5C0 MCOREL! (+0xFB5C0)               
0x00494020 MCOREL! (+0x93020)               
0x004EF610 MCOREL! (+0xEE610)               
0x004FC824 MCOREL! (+0xFB824)               
0x00509A81 MCOREL! (+0x108A81)             
0x004DA570 MCOREL! (+0xD9570)               
0x00403715 MCOREL! (+0x2715)               
0x005A9AC4 MCOREL! (+0x1A8AC4)             

Processor Registers EAX=0xE00A0663 EBX=0xE00A0662 ECX=0x00000000 EDX=0x00000001 Flags=0x00010293
=================== ESI=0xE00A0662 EDI=0x0F3401BC EBP=0x0018E0B0 ESP=0x0018E0A8   EIP=0x6A3C20A8
EIP (0x6A3C20A8) 8A 06 88 07 8B 45 08 5E 5F C9 C3 90 8A 06 88 07 8A 46 01 88 47 01 8B 45 08 5E 5F C9 C3 8D 49 00
ESP (0x0018E0A8) 00000001 0018E110 0018E0D0 005353C7 0F3401BC E00A0662 00000001 00000000
                 0018E110 0F485838 0018E0E0 0053576A E00A0662 0F484D60 0018E144 004D25FA
                 E00A0662 6BB41946 00000000 00000013 0B6CDA28 0F484D60 0018E120 6A3D02B9
EDI (0x0F3401BC) 00 00 00 00 93 DB 7F 62 00 00 00 80 B3 00 00 00 00 00 C9 76 7E 3F 8E 75 21 3F E4 14 90 DB 7F 62
                 21 3F 00 80 B6 00 90 C2 35 3F 29 CB 00 3F 43 1C 6B BE 0B 46 95 DB 7F 62 00 00 00 80 B9 00 31 00
ESI (0xE00A0662) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
                 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EAX (0xE00A0663) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EBX (0xE00A0662) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Machine details
===============
Executable name           : D:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 17:35:44 Tuesday 1/31/2012
Command line              :
Current directory         : D:\MechCommanderOmnitech
Current time, date        : 19:16:43 Thursday 8/30/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : d:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : DTWN
Machine name              : ELITEBOOK
Processor                 : 2660MHz Intel Celeron MMX SSE Model=5, Type=6, Stepping=5 (Four Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 3 cycles 28373MB/s, 4 cycles 21280MB/s, 2 cycles 42560MB/s
Main memory r/w/rw speed  : 11 cycles 7738MB/s, 15 cycles 5674MB/s, 6 cycles 14186MB/s
Video memory r/w/rw speed : 3039 cycles 28MB/s, 133 cycles 640MB/s, 3833 cycles 22MB/s
AGP memory r/w/rw speed   : 2979 cycles 28MB/s, 134 cycles 635MB/s, 3806 cycles 22MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 0h 56m 42s
Time in game logic        : 0h 0m 29.51s (on frame 882)
Time app running          : 0h 0m 29.51s
Physical memory           : 4,294,967,295 bytes (0 Meg)
Available physical memory : 4,294,967,295 bytes (0 Meg)
Swapfile size             : 4,294,967,295 bytes (0 Meg)
Swapfile available        : 4,294,967,295 bytes (0 Meg)
Virtual memory            : 2,147,352,576 bytes (2048 Meg)
Available virtual memory  : 1,780,920,320 bytes (1698 Meg)
Amount of stack used      : 11440 bytes
Memory load               : 32%
Desktop video mode        : 1680,1050 32bpp
Mode when crash occured   : Windowed 1440x900x32 Refresh=60Hz (ATI FirePro M7820)
Networked Machine         : No
Executable version        : m00152
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
            IAANOTIF.EXE :  8 :   4 : C:\Program Files (x86)\Intel\Intel Matrix Storage Manager\IAANOTIF.EXE
        QvodTerminal.exe :  8 :  11 : C:\QvodPlayer\QvodTerminal.exe
            Funshion.exe :  8 :  52 : C:\Program Files (x86)\Funshion Online\Funshion\Funshion.exe
                 ubd.exe :  8 :  10 : C:\Program Files (x86)\Common Files\Apple\Internet Services\ubd.exe
           distnoted.exe :  8 :   2 : C:\Program Files (x86)\Common Files\Apple\Apple Application Support\distnoted.exe
            nusb3mon.exe :  8 :   4 : C:\Program Files (x86)\NEC Electronics\USB 3.0 Host Controller Driver\Application\nusb3mon.exe
             QLBCtrl.exe :  8 :   7 : C:\Program Files (x86)\Hewlett-Packard\HP Quick Launch Buttons\QLBCtrl.exe
             AvastUI.exe :  8 :  14 : C:\Program Files\AVAST Software\Avast\AvastUI.exe
             VolCtrl.exe :  8 :   3 : C:\Program Files (x86)\Hewlett-Packard\HP Quick Launch Buttons\VolCtrl.exe
          DivXUpdate.exe :  8 :   6 : C:\Program Files (x86)\DivX\DivX Update\DivXUpdate.exe
        iTunesHelper.exe :  8 :  10 : D:\iTunes\iTunesHelper.exe
             jusched.exe :  8 :   1 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
     FunshionService.exe :  8 :  22 : C:\Program Files (x86)\Funshion Online\Funshion\FunshionService.exe
             firefox.exe :  8 :  33 : C:\Program Files (x86)\Mozilla Firefox\firefox.exe
    plugin-container.exe :  8 :  10 : C:\Program Files (x86)\Mozilla Firefox\plugin-container.exe
FlashPlayerPlugin_11_4_402_265.exe :  8 :  13 : C:\Windows\SysWOW64\Macromed\Flash\FlashPlayerPlugin_11_4_402_265.exe
FlashPlayerPlugin_11_4_402_265.exe :  8 :  17 : C:\Windows\SysWOW64\Macromed\Flash\FlashPlayerPlugin_11_4_402_265.exe
              MCORel.exe :  8 :  13 : D:\MechCommanderOmnitech\MCORel.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in D:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in D:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in D:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in D:\MechCommanderOmnitech
amstream.dll  - Version 6.6.7600.16385
quartz.dll    - Version 6.6.7600.16385
Ir50_32.dll   - Version R.5.10.15.2.55
dsound.dll    - Version 6.1.7600.16385
dinput.dll    - Version 6.1.7600.16385
d3dim.dll     - Version 6.1.7600.16385
ddraw.dll     - Version 6.1.7600.16385
dplayx.dll    - Version 6.1.7600.16385

Sound device 0 (Prefered device) (Current) - (HW Mixing Disabled)
==============
Description        : Speakers / HP (IDT High Definition Audio CODEC)
Driver file        : {0.0.0.00000000}.{6a8eb439-6647-4749-9852-4add384c19bd}
Driver file data   : Cannot find driver file
CERTIFIED          : No
EMULDRIVER         : No
CONTINUOUSRATE     : Yes
PRIMARYMONO        : Yes
PRIMARYSTEREO      : Yes
PRIMARY8BIT        : Yes
PRIMARY16BIT       : Yes
SECONDARYMONO      : Yes
SECONDARYSTEREO    : Yes
SECONDARY8BIT      : Yes
SECONDARY16BIT     : Yes
MinSecondarySampleRate      : 100
MaxSecondarySampleRate      : 200000
PrimaryBuffers              : 1
MaxHwMixingAllBuffers       : 1
MaxHwMixingStaticBuffers    : 1
MaxHwMixingStreamingBuffers : 1
FreeHwMixingAllBuffers      : 0
FreeHwMixingStaticBuffers   : 0
FreeHwMixingStreamingBuffers: 0
MaxHw3DAllBuffers           : 0
MaxHw3DStaticBuffers        : 0
MaxHw3DStreamingBuffers     : 0
FreeHw3DAllBuffers          : 0
FreeHw3DStaticBuffers       : 0
FreeHw3DStreamingBuffers    : 0
TotalHwMemBytes             : 0
FreeHwMemBytes              : 0
MaxContigFreeHwMemBytes     : 0
UnlockTransferRateHwBuffers : 0
PlayCpuOverheadSwBuffers    : 0

Sound device 1
==============
Description        : Headphones (RTC) (IDT High Definition Audio CODEC)
Driver file        : {0.0.0.00000000}.{fb968098-4d0f-4055-bd76-0ebfeaf6fde9}
Driver file data   : Cannot find driver file
CERTIFIED          : No
EMULDRIVER         : No
CONTINUOUSRATE     : Yes
PRIMARYMONO        : Yes
PRIMARYSTEREO      : Yes
PRIMARY8BIT        : Yes
PRIMARY16BIT       : Yes
SECONDARYMONO      : Yes
SECONDARYSTEREO    : Yes
SECONDARY8BIT      : Yes
SECONDARY16BIT     : Yes
MinSecondarySampleRate      : 100
MaxSecondarySampleRate      : 200000
PrimaryBuffers              : 1
MaxHwMixingAllBuffers       : 1
MaxHwMixingStaticBuffers    : 1
MaxHwMixingStreamingBuffers : 1
FreeHwMixingAllBuffers      : 0
FreeHwMixingStaticBuffers   : 0
FreeHwMixingStreamingBuffers: 0
MaxHw3DAllBuffers           : 0
MaxHw3DStaticBuffers        : 0
MaxHw3DStreamingBuffers     : 0
FreeHw3DAllBuffers          : 0
FreeHw3DStaticBuffers       : 0
FreeHw3DStreamingBuffers    : 0
TotalHwMemBytes             : 0
FreeHwMemBytes              : 0
MaxContigFreeHwMemBytes     : 0
UnlockTransferRateHwBuffers : 0
PlayCpuOverheadSwBuffers    : 0

Video device 0
==============
Description        : ATI FirePro M7820
Driver file        : aticfx32.dll
Driver size        : 528,384 bytes
Driver date        : 03:00:58 Saturday 4/2/2011
Attributes         :
Driver version     : 8.17.10.1043
Version            : 8.17.10.1043
Hardware ID        : 1002.68A0 (Rev 0, Subsys 0x1520103c)
Video memory       : 4,268,732,416 bytes (4071 Meg)
Card texture mem   : 1,061,138,432 bytes (1012 Meg)
AGP texture memory : 3,207,593,984 bytes (3059 Meg)
FourCC modes       : M2IA DXT1 DXT2 DXT3 DXT4 DXT5 RESZ UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4
Texture formats    : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 FourCC (8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (1ITA)
Z Buffer formats   : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000)) 24 bit Z
16 bit modes       : 640x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1280x800 1280x1024 1400x1050 1440x900 1680x1050
32 bit modes       : 640x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1280x800 1280x1024 1400x1050 1440x900 1680x1050
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : Yes
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16
Render Depth       : 16 32
Texture Size       : 1x1 to 4096x4096
Maximum u,v coords : 8192.0
Guard Band Clipping: -32768,-32768 to 32768,32768
AlphaTest NotEqual : Yes
Missing Src blend  :
Missing Dest blend :
AGP Texture        : Yes
Texture Coords     : 8
Blend Stages       : 8
Max Textures       : 8
Hardware T&L       : Yes
Vertex Blending    : 4
Maximum Lights     : 8
Clip Planes        : 6
Blend Lightmap     : Ok
Blend Specularmap  : Ok
Blend Detail       : Ok
Linear vid memory  : Yes
SELECTARG1         : Yes
SELECTARG2         : Yes
ADD                : Yes
ADDSIGNED          : Yes
SUBTRACT           : Yes
MODULATE           : Yes
MODULATE2X         : Yes
MODULATE4X         : Yes
BLENDCURRENTALPHA  : Yes
BLENDDIFFUSEALPHA  : Yes
BLENDTEXTUREALPHA  : Yes
BUMPENVMAP         : Yes
BUMPENVMAPLUMINANCE: Yes
DOTPRODUCT3        : Yes
ANISOTROPY         : Yes
ANTIALIASSORTINDEP : No
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : No
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : No
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

Video device 1
==============
Description        : ATI FirePro M7820
Driver file        : aticfx32.dll
Driver size        : 528,384 bytes
Driver date        : 03:00:58 Saturday 4/2/2011
Attributes         :
Driver version     : 8.17.10.1043
Version            : 8.17.10.1043
Hardware ID        : 1002.68A0 (Rev 0, Subsys 0x1520103c)
Video memory       : 4,268,732,416 bytes (4071 Meg)
Card texture mem   : 1,061,138,432 bytes (1012 Meg)
AGP texture memory : 3,207,593,984 bytes (3059 Meg)
FourCC modes       : M2IA DXT1 DXT2 DXT3 DXT4 DXT5 RESZ UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4
Texture formats    : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 FourCC (8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (1ITA)
Z Buffer formats   : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000)) 24 bit Z
16 bit modes       : 640x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1280x800 1280x1024 1400x1050 1440x900 1680x1050
32 bit modes       : 640x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1280x800 1280x1024 1400x1050 1440x900 1680x1050
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : Yes
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : No
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16
Render Depth       : 16 32
Texture Size       : 1x1 to 4096x4096
Maximum u,v coords : 8192.0
Guard Band Clipping: -32768,-32768 to 32768,32768
AlphaTest NotEqual : Yes
Missing Src blend  :
Missing Dest blend :
AGP Texture        : Yes
Texture Coords     : 8
Blend Stages       : 8
Max Textures       : 8
Hardware T&L       : Yes
Vertex Blending    : 4
Maximum Lights     : 8
Clip Planes        : 6
Blend Lightmap     : Ok
Blend Specularmap  : Ok
Blend Detail       : Ok
Linear vid memory  : Yes
SELECTARG1         : Yes
SELECTARG2         : Yes
ADD                : Yes
ADDSIGNED          : Yes
SUBTRACT           : Yes
MODULATE           : Yes
MODULATE2X         : Yes
MODULATE4X         : Yes
BLENDCURRENTALPHA  : Yes
BLENDDIFFUSEALPHA  : Yes
BLENDTEXTUREALPHA  : Yes
BUMPENVMAP         : Yes
BUMPENVMAPLUMINANCE: Yes
DOTPRODUCT3        : Yes
ANISOTROPY         : Yes
ANTIALIASSORTINDEP : No
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : No
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : No
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

 

I'm currently at the Facility Assault: Legion mission after completing the Orbital Gun mission. I loaded the Orbital Gun mission and was able to make changes in the Mechlab without any problems. I was also able to switch to the Facility Assault: Legion mission and work on its mechlab without any problems.
« Last Edit: August 30, 2012, 08:10:28 am by dtwn »

 
ERROR #1
STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x7dbc2d0

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012CDA4 ESP=0x0012C854   EIP=0x00000000
EIP (0x00000000) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012C854) 0012C894 0C155338 109810E0 07DBC2D0 00000014 00000000 00000000 00000000
                 08001010 0012CDB4 00000200 00000070 1122FCA0 00000100 00000064 107C8078
                 00010000 00000267 1929B7A8 00FF0000 0000FF00 000000FF FF000000 00000000
            

            
            
ERROR #2
EXCEPTION : Attempt to read from address 0x1CC44000 in MCOREL! (+0x188375)
Address   : 0x00589375
Location  : MCOREL! (+0x188375)

Call Stack
==========
0x005429BB MCOREL! (+0x1419BB)             
0x005431BC MCOREL! (+0x1421BC)             
0x00563959 MCOREL! (+0x162959)             
0x005386DC MCOREL! (+0x1376DC)             
0x005390B3 MCOREL! (+0x1380B3)             
0x00481E59 MCOREL! (+0x80E59)               
0x004D9719 MCOREL! (+0xD8719)               
0x004DA5D9 MCOREL! (+0xD95D9)               
0x00403715 MCOREL! (+0x2715)               
0x005A9AC4 MCOREL! (+0x1A8AC4)             

Processor Registers EAX=0x00000A36 EBX=0x00000BFE ECX=0x00000C00 EDX=0x00001000 Flags=0x00210246
=================== ESI=0x1CC43FFD EDI=0x1C19F2ED EBP=0x0012B928 ESP=0x0012B918   EIP=0x00589375
EIP (0x00589375) 8B 06 33 DB D3 E8 02 CD 8B 15 B4 16 77 00 8A D9 80 E1 07 C1 EB 03 23 C2 03 F3 90 3D 01 01 00 00
ESP (0x0012B918) 00004000 04980A60 1C19B2F0 00000000 0012BE14 005429BB 1C19B2F0 1CC430E0
                 00000F20 24297114 0000FFFF 04980A60 0D0D0202 FFFFFFFF 7C913DE6 005F0065
                 005F0033 00610030 0062002E 00720075 0069006E 002E006E 0070006A 00000067
EDI (0x1C19F2ED) 00 00 00 01 20 01 08 BD 01 08 08 45 58 43 45 50 54 49 4F 4E 20 3A 20 41 74 74 65 6D 70 74 20 74
                 6F 20 72 65 61 64 20 66 72 6F 6D 20 61 64 64 72 65 73 73 20 30 78 31 43 43 34 34 30 30 30 20 69
ESI (0x1CC43FFD) C2 13 10 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
                 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??


            
            
ERROR #3
EXCEPTION : Attempt to read from address 0x31F1901C in MCOREL! (+0x1257F0)
Address   : 0x005267F0
Location  : MCOREL! (+0x1257F0)

Call Stack
==========
0x005722BE MCOREL! (+0x1712BE)             
0x0057469B MCOREL! (+0x17369B)             
0x0042FDBF MCOREL! (+0x2EDBF)               
0x0044B5AB MCOREL! (+0x4A5AB)               
0x0047EFF0 MCOREL! (+0x7DFF0)               
0x004037C1 MCOREL! (+0x27C1)               
0x005A9AC4 MCOREL! (+0x1A8AC4)             

Processor Registers EAX=0x31F19018 EBX=0x007466E0 ECX=0x00000000 EDX=0x00000006 Flags=0x00010206
=================== ESI=0x00000048 EDI=0x31BD53E0 EBP=0x0012DE50 ESP=0x0012D844   EIP=0x005267F0
EIP (0x005267F0) 80 78 04 00 0F 84 AE 00 00 00 8B 08 85 C9 0F 84 A4 00 00 00 49 83 F9 04 0F 87 9A 00 00 00 FF 24
ESP (0x0012D844) FFFFFFFF 2869C534 2869C4E0 359D2080 78B2B65A 2505282F FFFFFFFE 78ABACBA
                 005403CA 00000011 00DB95B0 00000218 00000218 06A42D98 06A42D98 0012D8A0
                 00563475 00DB95B0 00000218 06A42D98 0012DA28 00000218 00000218 0012D9EC
EDI (0x31BD53E0) 78 69 47 05 2E 00 00 00 80 20 9D 35 00 00 00 00 01 00 FF 00 00 00 00 03 F8 4C 47 05 07 00 00 00
                 C0 9F 39 28 00 00 00 00 00 00 FF 00 6E 69 00 03 58 4D 47 05 01 00 00 00 B8 E6 E2 31 00 00 00 00
EAX (0x31F19018) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EBX (0x007466E0) 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00




ERROR #4
EXCEPTION : Attempt to write to address 0x34365D73 in MCOREL! (+0x122AEF)
Address   : 0x00523AEF
Location  : MCOREL! (+0x122AEF)

Call Stack
==========
0x00570C7D MCOREL! (+0x16FC7D)             
0x004D053E MCOREL! (+0xCF53E)               
0x004D02AB MCOREL! (+0xCF2AB)               
0x005038BF MCOREL! (+0x1028BF)             
0x00508812 MCOREL! (+0x107812)             
0x00402F65 MCOREL! (+0x1F65)               
0x005A976F MCOREL! (+0x1A876F)             

Processor Registers EAX=0x00000000 EBX=0x00000010 ECX=0x054C1548 EDX=0x34365C73 Flags=0x00010292
=================== ESI=0x000000B5 EDI=0x00000001 EBP=0x0012FBE0 ESP=0x0012FBDC   EIP=0x00523AEF
EIP (0x00523AEF) 89 B4 02 00 01 00 00 8B 49 0C C7 84 01 04 01 00 00 FF FF FF FF 33 C0 5E 5D C2 08 00 CC CC CC CC
ESP (0x0012FBDC) 101F7AC0 0012FE04 00570C7D 00000000 000000B5 00000001 09CDABD4 00000004
                 00000000 005CE202 001779A0 001779A0 0012FC40 0012FC40 0012FC40 73958FD0
                 00000000 00000000 00000004 09CDF918 0017AB94 0012FC20 00000000 001779A0
ECX (0x054C1548) 64 61 74 61 5C 74 65 78 74 75 72 65 73 5C 36 34 6F 76 65 72 6C 61 79 73 5C 64 69 72 74 72 6F 61
EDX (0x34365C73) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??





ERROR #5
STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x7dbc2e0

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012CDA4 ESP=0x0012C854   EIP=0x00000000
EIP (0x00000000) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012C854) 0012C894 07D65338 19054EE0 07DBC2E0 00000014 00000000 00000000 00000000
                 07FF1010 0012CDB4 00000200 00000070 11265C20 00000100 00000064 11483940
                 00010000 00000267 1BD2B260 00FF0000 0000FF00 000000FF FF000000 00000000
            
            

            
ERROR #6
STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x7dbc040

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012CDA4 ESP=0x0012C854   EIP=0x00000000
EIP (0x00000000) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012C854) 0012C894 07D65470 11EB5740 07DBC040 00000014 00000000 00000000 00000000
                 0BB10110 0012CDB4 00000200 00000070 11092AB8 00000100 00000064 17C76038
                 00010000 00000267 16258F50 00FF0000 0000FF00 000000FF FF000000 00000000

            
            

ERROR #7
STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x6fb3600
Address   : 0x5F6E6F70

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0012FC90 ESP=0x0012F740   EIP=0x5F6E6F70
EIP (0x5F6E6F70) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0012F740) 0012F780 00000018 4FEE0AE0 06FB3600 00000014 0000FF00 000000FF FF000000
                 00001800 0012FCA0 00000200 00000070 521D2F90 00000100 00000064 100BF1F0
                 00010000 0000027E 40454668 77F31066 60200DFF 00000000 0012F7B4 0012F83C

            

            
Most of these errors came up while either playing Exodus Campaign or during quick-loading/saving the game
while playing the latter....