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Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: LeviathanChiken on March 13, 2011, 07:29:13 am

Title: Bug Report Thread.
Post by: LeviathanChiken on March 13, 2011, 07:29:13 am
I figured it would be nice to have a thread to report bugs from the mod so here it is guys. Anyways so far the mod is great, love the new mechs added in and the campaigns added as well. That being said some things i noticed that probably has alrdy been discussed but here goes, you lose credits with the whole add weight thing if your game crashes, which happens to me alot actually. I dont know if this next bug was talking about in reg MC2 but from time to time my mechs get stuck in a jump command aka continue to boost jump in same place and wont respond. Mechs disappear from purchase screen if game crashes, typically the mech that disappears is the one you are trying to buy but when you start your game up again its not in the purchase screen nor in your current stock. Well thats about all i got for now,ill let others post etc. Regardless fun mod and cant wait for more guys, oh and magic this is mikezim from dropshipcommand.
Title: Re: Bug Report Thread.
Post by: Boundless on April 26, 2011, 03:18:18 am
First of all, well done to the team who've done a so far fantastic effort with this project. You should be very proud of how far you've taken this from the original retail game thus far. Incorperating features from MC1 as well as entirely new ones have created a much more realistic game for players to immerse themselves in.

There are a few bugs i've come across so far of which im sure many if not all have been brought up already.

• Zoom issue - Zooming too quickly or zooming in too far can lead to the game freezing and eventually crashing.

• Jumpjet issue - When commanding a group of mechs to use their jumpjets via waypoints, one of the mechs may enter a jumpjet limbo and simple jump on the spot, normally til fired upon or given an order to attack. (I havent been able to replecate this using only a single mech, it only seems to occur when im commanding a group to jump around).

• Bridge issue - This is mainly a problem playing the exodus campaign. If you destroy an enemy on a bridge, their remains act as a roadblock effectively stopping everything bar flying vehicles or jump capable mechs. (Best place to replecate this is the final mission of Exodus, luring the enemies out of the checkpoint just east of the small city where your allies are/were battling the group of mechs).

• Elite barracks - Mechs can freely walk through these buildings as if they wernt even there. (Encountered this problem during 'Baxters Gambit' mission in Carver 5 campaign.

• Game crash during mission load - seems to happen at random, have also encountered this entering 'mech purchasing, components and once during gameplay.
Error is as follows,
EXCEPTION : Attempt to read from address 0x0E9C5000 in MC2REL! (+0x184155)
Address   : 0x00585155
Location  : MC2REL! (+0x184155)

• AI destroying their own turret generators - At the beginning of a mission (and very rarely during it) enemies will open fire on their own buildings (generators and sometimes turrets). Most easily replicated on Breach : Bandit Headquarters and Mobile Assult : Mt. Cho.

• Mechs vanishing from mission briefing screen - occurs randomly (seems to happen when im clicking too fast for the games liking). Error corrects itself by clicking next to the pilot ready screen then clicking back to the mech screen.

I'll continue to update as I find more, hope you guys continue to keep up the great work. Although im little more than a bug hunter at the moment, i'm looking to teach myself how to use 2D and 3D modeling programs as well as UV mapping. If I get  competant with these, I'd be willing to jon the team providing my work reaches the teams' standards. (I don't wish to take up anyones time in case it turns out I struggle to use the programs, so we'll see where that leads).
 
Title: Re: Bug Report Thread.
Post by: PsychoLandlord on April 26, 2011, 03:28:40 am
The Enemy FF issue has been looked at, and has supposedly been corrected for the next release. Same for the Zooming issue, and a temporary fix has been posted to these forums, though I forget what thread it was.

I did not know about the Barracks or Jumpjet issues, and I just checked them out. I can in fact walk through the Elite Barracks,  but the JJ thing I cant get to repeat terribly often. It only seems to occur when a group of Mechs are jumping near their maximum range, and only happens to the rearmost members of the group, so it may be something like them trying to jump beyond max range. I'll test more later.

I've been lucky so far, and haven't hit any mission or Mechlab crashes, even with extensive customizations,  so cant help you there. Thats also supposed to be fixed soon, though.

EDIT: Lifted from the Release thread.
Solution for zoom in crashes:

Open file system.cfg and change:
f MinPerspective = 10.0   //20.0
and
f MinOrtho = 10.0   //20.0   

back to 20.0.
Title: Re: Bug Report Thread.
Post by: Boundless on April 26, 2011, 03:57:36 am
Thanks for the info about zoom, it seems to have fixed the issue.
Title: Re: Bug Report Thread.
Post by: PsychoLandlord on April 26, 2011, 04:05:16 am
Glad to help. Figure any heat I can take off the team just means less time till another release. Besides, its about time someone started a centralized bug report thread. Most of the Alpha bugs have been found, but the info is scattered all over the board, so it can be a pain to find.
Title: Re: Bug Report Thread.
Post by: shini028 on April 26, 2011, 11:45:32 am
Its been a while since Ive had the time to play but I did have some issues with mech loadout.  I generally only keep weapons on the mechs Im using for that mission so I a have very large amount of weapons in my inventory.  Late in a campaign I often have crashes and it appears that it seems to be caused by a limit to the number of unmounted weapons in your inventory(maybe 255 would be my guess).  It happens to me on most campaigns late in the campaign. 
Title: Re: Bug Report Thread.
Post by: magic on April 27, 2011, 12:57:30 am
Boundless,

Thank you for playing MCO.

All those bugs are noted and most of them fixed:
- Zoom issue is fixed even for lower values then 20 (its on 15 now),
- Walking through Elite barracks is a bug from MC2 and is noted.
- Jump bug is noted, but it is not critical and has low priority.
- Many bugs fixed in mech and component purchase screens.
- Mechs vanishing from mission briefing screen - fixed.
- Game crushes are mostly result of old memory alloc system in MC2 - changed.
- AI destroying their own turret generators - At the beginning of a mission (and very rarely during it) enemies will open fire on their own buildings (generators and sometimes turrets) - Turret controls, turret generators, watch towers and sensor towers sometimes get destroyed when any unit move to close to them, it is noted.
- About mechs destroyed on the bridge, I plan to fix it by removing all destroyed objects after a period of time after their destruction.

PsychLandlord,

Thank you for your help.

shini028,

I think you are correct about 256 limit in component inventory, noted. Thank you.

Second release is packed and ready to go. :P
Title: Re: Bug Report Thread.
Post by: Boundless on April 27, 2011, 05:43:39 am
Not sure if it is a bug or intended but none of the original retail mechs appear in 'mech purchase during solo mission play, could possibly be an error on my part. Not sure.

Also a minor graphic issue. The Lupus mech seems to be missing an arm in its display animation (the image in Encyclopedia, 'mech purchasing, etc). Mech is normal in a mission.

Looking forward to the second release.
Title: Re: Bug Report Thread.
Post by: PsychoLandlord on April 27, 2011, 01:32:35 pm
Are you sure it's not just that said Mechs have been renamed to their model numbers ? (In the case of IS anyway, Clan Mechs still appear as primes I believe.)
Title: Re: Bug Report Thread.
Post by: Boundless on April 27, 2011, 11:17:11 pm
Are you sure it's not just that said Mechs have been renamed to their model numbers ? (In the case of IS anyway, Clan Mechs still appear as primes I believe.)

I checked and rechecked in case I was having a blonde moment and only new or modified mechs are on the list, none of the originals are there. (If it'd help I could s/s every screen in 'mech purchase for more substantial evidence if need be).

Only mechs that I found from the original retail that are on the list are,
• Highlander IIC
• TimberWolf
• Rifleman IIC
• Vulture
• Hunchback IIC
• Hollander II
• Cougar
• Wolfhound IIC
• Urbanmech IIC

All of these have been altered, renamed or remodeled in some way from their originals, the rest just dont seem to exist. I've tried roughly 15 different solo missions (at least 3 from each campaign) and its the same for all of them.
Title: Re: Bug Report Thread.
Post by: PsychoLandlord on April 27, 2011, 11:49:02 pm
Now that I've had time to check, yeah, a good chunk of the retail Mech's don't seem to be available for purchase, even barring the ones that have been renamed or given Clan designations. I must admit, however, that I'm not complaining. The new options more than make up for it. :D

Either way, if it is a bug, the team knows about it now. I'm willing to bet it was a design decision though.
Title: Re: Bug Report Thread.
Post by: magic on April 28, 2011, 12:41:04 am
Boundless, you are correct.

Those mechs were deleted from purchase files because in old MC2 mech purchase (unlimited at all), the list box was full with mech variants for every mech. The list is limited to 256.

So I had to remove some (retail) in order to see all my mechs in solo purchase, for testing.

Situation is different now. We have around 150 mechs in game and there is a place for retail mechs.
Only one mech variant will show in purchase.

If you want them, go to data/missions folder and edit purchase.fit, add any mech you want to the end of mechs purchase list.

Timberwolf, cougar and vulture (MW4 model) are also my designs. I didnt like the retail models.
Original models are still there as Madcat, Maddog and cougar1.
Title: Re: Bug Report Thread.
Post by: Boundless on April 28, 2011, 03:00:55 am

Well wasn't sure about it so thought i'd bring it up.

A little off topic but, good call on the new models of the Timberwolf, Vulture and Cougar. They look much better compared to the retail versions.
Also when it comes to mech purchasing would be it easier to just have the prime variant of each mech in there then maybe tweak the customise screen to have the other variants possibly? (ive got no idea how hard that would be to program something like that).


Title: Re: Bug Report Thread.
Post by: magic on April 28, 2011, 05:31:36 am
I am building new logistics for mechs, with mechlab like in MW4 (weapon hardpoints for mechs). It will not be the same as mw4.

Purchase creation screen will be added to editor when designer can add mechs with specific variants, weapons and pilots.
For each added mech designer must choose variant and quantity available.

We need someone with c++ coding experience to do that:

- One window

(Left side of the window)
- First row
First field on the left side - combo with list of mech names, right to that field another combo with variant list for selected mech (like on the screen when you dbl click on mech in editor), right to that field another and the last in this row quantity (default value 1). And the last in the row will be button ADD.

- Second row
First field is combo with the list of weapon names, right to that field quantity field (default value 1), button ADD.

- Third row
First field is combo with available pilot names, field quantity (default value 1), button ADD.

(Right side of the window)

One big window or field... A text editor (like notepad) with actual text file mission_name_purchase.fit opened for editing.

By clicking on ADD button for mechs program should write 3 lines in .FIT file:
- mach name
- variant name
- quantity

Example:
Code: [Select]
[Mechs]

[MechPurchase0]
st Chassis = "data\objects\assassin.csv"
st Variant = "Assassin 1"
l Quantity = 1

[MechPurchase1]
st Chassis = "data\objects\firestarter.csv"
st Variant = "Firestarter FS9-H"
l Quantity = 1

(those lines will be required for every mech, if variant name and quantity are missing, the game will display first variant and quantity 1)

By clicking on ADD button for weapons 2 lines should be written in .FIT file:
- Weapon number
- quantity (if no quantity line then default is 1).

Example:
Code: [Select]
[Components]

l PComponent0 = 7
l PComponent0Quantity = 1
l PComponent1 = 10
l PComponent1Quantity = 1
l PComponent2 = 100
l PComponent2Quantity = 3

By clicking on ADD button for pilots 1 line should be written in .FIT file:
- pilot file name (the same as current purchase)

Example:
Code: [Select]
[Pilots]

st Pilot0 = "pmp_Chopper"
st Pilot1 = "pmp_Claymore"
st Pilot2 = "pmp_Creep"

We need someone to help with this.
I am the only coder so far and to do list is extremely big.
Title: Re: Bug Report Thread.
Post by: Boundless on April 30, 2011, 07:28:08 am

Wish I was computer literate and knew some sort of coding..

If you play Defensive Counter : Base Aries mission in the Carver 5 campaign and watch the trees being leveled during the 3rd wave on the far left side you'll see the Zhukov is knocking down trees as if it were the size of a MODL.
I think this might have some part in the AI destroying their own allied base objects. I havent got to it yet but i'm about to check what type of tanks are at Vongs HQ in Breach:Bandit HQ to try and narrow down what type(s) of tank are causing this, if it is indeed the problem.
Title: Re: Bug Report Thread.
Post by: Starman01 on April 30, 2011, 07:39:12 am
Hm, sounds like the boundary boxes for the vessel are set to big. I put this on onto our todo-list. Thanks for reporting.
Title: Re: Bug Report Thread.
Post by: Boundless on May 01, 2011, 12:12:07 am

There is indeed another Zhukov at Vong's base in Breach:Bandit HQ, so a boundary issue could be the cause.

Another bug I encountered was doing a solo mission to recheck a bug i'll mention after this. I went into a solo mission on the level mentioned above, purchased 3 mechs, went in to try and replecate the bug but couldnt, aborted the mission and went back to doing the campaign. (Was only at Gulag, not sure it thats part of it or not).
But from doing that I was able to access almost all the mechs in the 'mech purchasing tab. I was able to buy any of them I wanted provided I had the C-bills, providing that they wernt the mechs I bought for the solo run and that they simply wernt on the list at all. To check I bought 1 mech from each weight class, used 2 of them during the mission to see if they would cause a crash or something, but the game simply lets you keep the mechs.
(Mad Cat MkIII should be retweaked IMO, its far too powerful a mech for its weight class with greater heat limits and 3 weapon slots more than any other medium mech i've played on. I'd go as far as to say it could easily out perform most heavy mechs).

And finally during Breach:Bandit HQ also I had 3 enemies (1 commando and 2 swarm LRMs) go totally invisible to both sight and radar. The only way you could tell they were there were the weapons being fired at you. This happened around the small town in the west, just north of the other town with the RP building in it. I'm not sure how I triggered this the first time (was in campaign) but so far I havent been able to replecate this yet.
(I went for the fuel tanks first, then for Vong, then the HQ, then back towards the starting point to claim the RP buildings from memory. After that I sent 1 mech north to capture the turrets and thats when I got ambushed by those 3 enemies).

Edit:
Also before I forget again, when playing on an unspecified resolution the mission loading screen is enlarged to the point where roughly only 1/4 of it shows.

And there is no jumpjet flame in the Mad Cat MkIII jump animation.

Title: Re: Bug Report Thread.
Post by: Timerlane on May 01, 2011, 01:51:50 am
Invisible units have been an on and off thing since retail. You can often temporarily fix it in Campaign by doing a Quick Save and Quick Load, as that seems to sort of 'refresh' everything. Sometimes just LOS/visual detection for a Mech stops working, sometimes it's just the sensor detection, sometimes both, and once it starts happening, it usually gets worse as you go along. It's more obvious when you have isolated 'Mechs, as sometimes the LOS of other Mechs will pick up the slack, and thus you never notice that one Mech can't see units by itself anymore.

Possibly related: The northernmost sensor tower's sensor circle in Reacquisition: Base Gemini frequently disappears as you progress along the mission, though it may continue giving sensor data.

I seem to recall using a Minelayer in the mission where you take out the Liao chemical plant(using it to fill out the scattered minefield; I used to love letting the Catapults kill themselves by dragging them back through the minefield; also, it generally guaranteed they'd be salvageable) would often seem to cause the rest of the units to go invisible to my scout/sensor 'Mech.

I also noticed that pilot voices would often stop playing when I salvaged a lot of 'Mechs in a mission(if it's a memory issue or something similar, it could be related).

I used to suspect it might connected to having too many units visible/active at a time(dead unit hulks, salvaged Mechs and possibly mines), or perhaps leaving the game running for too long. Though I also used to partially blame my old computer, but it's since happened on my current computer.

As a separate mention, a couple of possibly other minor things I noticed specific to the current version: The voice announcing the arrival of the repair truck no longer ever plays, and when a repair truck is depleted, it no longer automatically 'dies', though it still can't do anything except move around.
Title: Re: Bug Report Thread.
Post by: Starman01 on May 01, 2011, 04:14:49 am
Thanks guys, I move this forward. The fact that units are dissapearing, could be related to the fact that we changed render distance for performance or it's releated to memory handling, maybe even user specific. How close where you to them Boundless ?

Issue about loading screen noted. GUI will be replaced anyway somewhere in the future. I hate it, that it's still so lowres anyway :)

Mech purchasing is bugged, we know. Sorry for that. That is also connected to new logistics, which needs to be done first. Looks like the correct purchase file is not loaded in certain circumstances.

Quote
and when a repair truck is depleted, it no longer automatically 'dies', though it still can't do anything except move around.

Not a bug, it's actually a feature :) It's a first step of a new function  :D

BTW, Boundless. Please do me a personal favour and change your font colour. It makes it a little hard to read tbh :)
Title: Re: Bug Report Thread.
Post by: Boundless on May 01, 2011, 05:09:22 am
If I was any closer to the commando and swarms I'd have been standing directly on them. All I could do was wait for them to fire at me and have my pilot retaliate when they did so.

Sorry bout the font colour also, favourite colour. Should've said something earlier and I would've stopped using it sooner.
Title: Re: Bug Report Thread.
Post by: Starman01 on May 01, 2011, 06:10:52 am
If I was any closer to the commando and swarms I'd have been standing directly on them. All I could do was wait for them to fire at me and have my pilot retaliate when they did so.

Since you said, you cannot reproduce that, it does indeed sound like a simple memory problem. I guess our work on the memory code will continue to develop in the future even more and hopefully got rid of these problems. If you encounter something like that again, really try the quickload/quicksave to reset the memory pool and tell us if it helps.

Quote
Sorry bout the font colour also, favourite colour. Should've said something earlier and I would've stopped using it sooner.

No problem, I just thought I mention it. My eyes/monitor are not the best anyway, so I had trouble reading it. Thanks for changing :)
Title: Re: Bug Report Thread.
Post by: Patriot on May 01, 2011, 07:17:21 am
Only issue i had like that was the other day when i had just salvaged a Javelin and Urbanmech in Mission 2.

Javelin and Urbie find 2 Centi's and another Urbie to shoot at, perfectly able to see them. Jav dies from a SINGLE(unlucky sob i might add) shot of the Urbie's AC. Everything reverts to Sensor Blips even though they were right next to eachother, so he ought to be able to see them right? NOT. At least he knew where his target was and could engage them as per normal, just that MY interface was showing sensor blips instead of the actual units.

Haven't tried reproducing it yet due to me actually doing homework for once.. xD
Title: Re: Bug Report Thread.
Post by: Starman01 on May 01, 2011, 07:21:57 am
Quote
they were right next to eachother, so he ought to be able to see them right? NOT.

Just to make sure, was there anything between the two mechs that could block the sight , like trees or walls/building ? In that case, it can really happen that you loose visual and just a sensor blip remains
Title: Re: Bug Report Thread.
Post by: Patriot on May 01, 2011, 07:30:09 am
No, he was actually on the landing strip and they were far enough away from that hill-like terrain that he would be able to see them, the Javelin was also on this same piece of terrain.
Title: Re: Bug Report Thread.
Post by: magic on May 04, 2011, 01:26:08 am
Sometimes when you salvage a mech, he cant see (not sensor nor visual) any enemy mech because something is wrong with sensor suite - visual (head destroyed). Its old MC2 bug. I did not look at it for now, I think its something with in mission mech salvage - sensor and visual destroyed and then repaired.
Title: Re: Bug Report Thread.
Post by: Timerlane on May 04, 2011, 11:39:44 am
That can be true(I often noticed in retail that salvaged 'Mechs would have trouble 'spotting' for the salvage craft to pick up other 'Mechs), but it can also manifest with the Mechs you brought with you. I often wait(ed) until near the end of a mission to salvage anything, to ensure I spend the RPs on most expensive/rare Mechs on the field.

For example, I have a long-ingrained habit from retail to wait on calling a repair truck on the third Carver V mission(the first bandit convoy), as for some reason, calling one in and using it right after taking out the convoy would often enough seem to break my scout's sensors/possibly LOS. I honestly haven't tried to see if it was any different in MCO.

EDIT: I wonder if it's possible to suffer similar damage from head hits on still-living Mechs. I don't recall noticing such a pattern, though.
Title: Re: Bug Report Thread.
Post by: Patriot on May 04, 2011, 12:20:10 pm
Would be a cool feature, subsystem damage ;)
Title: Re: Bug Report Thread.
Post by: Arcalane on May 07, 2011, 12:02:54 pm
Hmm. I'd figured the visual/radar loss was related to the mech taking heavy damage (especially to the cockpit) and/or losing the sensor component, not a bug. Interesting to know.

I also had it hit me on the mission to take out the mercenary camp (the one with the crashed spaceplane thing) after salvaging the Lao Hu. I sent it off to the extraction point ahead of time (as it had no weapons left) but it ended up coming under fire from a helo it couldn't see or fight back against, so I had to send a scout over to protect it.
Title: Re: Bug Report Thread.
Post by: Niarro on May 07, 2011, 03:30:34 pm
Heyo, I'm on mission 2 1 2, Galdeon. Don't know if it's a bug or not, but the last objective to capture the RU trucks and salvage a mech I can't actually do, since despite having 12k RUs, I can't call down a salvage craft. (Although apparently killing the one non-RU truck beside the capturable trucks skips the 3 minute timer)
Title: Re: Bug Report Thread.
Post by: Starman01 on May 07, 2011, 05:08:09 pm
Which campaign is this ? MW2 Mercs or the Exodus ?
Title: Re: Bug Report Thread.
Post by: Niarro on May 07, 2011, 08:23:15 pm
Woops! Sorry, it's MW2 Mercs
Title: Re: Bug Report Thread.
Post by: Starman01 on May 08, 2011, 04:25:47 am
I forward that to magic :)
Title: Re: Bug Report Thread.
Post by: Niarro on May 08, 2011, 07:59:04 am
Cool, thanks. Hopefully that's helpful o.o
Title: Re: Bug Report Thread.
Post by: magic on May 09, 2011, 01:12:03 am
I did not try shooting at RP trucks, but after capture salvage always worked?
Sometimes you get to salvage Centurion and sometimes Shadowhawk.
Title: Re: Bug Report Thread.
Post by: JA-KL-1532 on June 05, 2011, 10:06:55 pm
I have been playing MCO for about 2 days now, and I have had the same issue nomatter what I use for video settings.

The screen rolls to the right.  It starts off fine, and slowly rolls faster and faster to the right.
Title: Re: Bug Report Thread.
Post by: Grizzly on June 06, 2011, 06:40:53 am
Hmm. It appears that I am not able to select the mech variatns I made from the drop down menu, as the drop down menu is gone..

Ah. After the Night Assault mission you get to do several missions agaisnt the bandits and Liao. HOwever, you also get the option to assault the bandit base immeaditely, unlike in the original MC2 campagin, where that option only appears after completing two more missions.
Title: Re: Bug Report Thread.
Post by: Patriot on June 06, 2011, 09:29:57 am
The drop-down menu is not a bug i think, at least, i haven't known differently in MCO
Title: Re: Bug Report Thread.
Post by: Kurgis on June 07, 2011, 07:25:56 am
Hadn't realised you had your own forum - I posted a few (probably well known bugs on the DropshipCommand forums but i'll cross post here just incase). Pretty much any bugs i'll try and post will  to do with campaigns:

Magic & Co

On your Exodus campaign (from the Omnitech build) I keep getting the "instant death" problem on mission X_2_5 "Rescue Takagi's Son". Think that truck still needs moving behind the building so the Bushwacker has time to get the turret control.

Also. On the MW2 campaign, the second "training" mission is quite tough as your two mechs, that you are meant to be rescuing, can barely stay alive against the two mechs - then the 3+ vehicles that appear. IMO it needs tweaking slightly as 3/4 times they will die (even dropping the difficulty to "Green" - which is a bit embarrassing) before you even get there.

I also have a mission stopper in the Wolf's Dragoons campaign. Its the Alphecca mission where you start with one mech, defending a little base then go to pick up the rest of your squad and follow the rest of the mission. What seems to be the final bit is to wait for an Evac chopper to get to a downed slayer - the mission never ends even if the chopper gets there fine - I left it for well over an hour and nothing happened. I'll try and do it a slightly different way and let the allied mechs die and see if that changes anything but i've already tried several approaches. Annoyingly the mission dosen't seemed to be called "Alphecca" so I can't even try and load it up in the mission editor to see what's going on.

Mission Editing: I have XNA installed as per DCmmnd instructions and i'm using the version with the mod. I realise the fix for Magic's exodus is quite simple but I can't get that mission to save properly after opening it (the Wolf's Dragoon campaign mission's won't open at all in the editor for me btw). It keeps giving me missing textures or the lighting needs re-calculating - but trying to re-calaculate ligthing says textures are missing! Got me well confused. My little map in the top left corner in the editor is black for the most part which seems wierd so i'm obviously missing something.

Now after the bugs - cracking work on getting this game going again - really enjoying it.

I've currently just loaded up that list of campaigns that someone posted earlier and i'll start going through them to see if they work - first few seem to have no problems.

Edit: Spelling
Title: Re: Bug Report Thread.
Post by: Grizzly on June 07, 2011, 07:51:23 am
When you put your mouse cursor over the toughness speciliasation, the information detailing what the removed sensor speciliasation does appears, instead of the inofrmation of what the toughness speciality does.
Title: Re: Bug Report Thread.
Post by: Dred on June 25, 2011, 01:46:54 pm
Create a mech variant.  Sell that variant.  Customize another mech and save it using the same name as the sold mech.  Sell the new mech with the same name as the original mech.  The original mech is replaced by the new mech in the buy screen.  With enough cbills a player can turn 5 empty commandos into 5 decked out timber wolf's (Really 6 if you include the original seed mech it requires).  This rasied my eyebrows when I noticed that the half of the IS mechs I just sold turned into clan tech armed to the teeth.

The jumpjet issue can be exasperated in testing using a jumpjet glitch.  Hold CTRL + left click and while still holding CTRL, CTRL + J + left click.  Release CTRL, then press CTRL + J + left click.  Only way I know how to jump across map which the increased distance increases chances of the jumping bug occurring.  Jumping continually in one place no matter any change of orders.  Remaining stationary no matter the orders.  These seem to be the most common manifestations.

I realize I'm basically explaining how to cheat so you may want to delete this post, but then again anyone wanting to cheat at this game only has to do a little bit of text editing so I don't know.

I've experienced other bugs but those have already been posted.  My only other complaint is my ai's dislike of shooting at the enemy.  They maneuver too much, often times well outside their targets range.  Or they do this walking away rotation where they don't fire.  I find myself having to order fire from position.
Title: Re: Bug Report Thread.
Post by: Karl on June 26, 2011, 04:50:01 am
The AI problem, do you notice if this occurs more often with some mechs than others or certain weapon layouts? I have a theory that it could be something to do with the range selection algorithm.
Jump jet issue I was unaware of (I dont often read the bug thread as I do modelling) I guess I will need to read up about it to get the full picture.
The purchase problem you describe is very strange (I have seen similar things with mechs that have default variants sometimes you can purchase one variant but next time the second variant is avaliable) I guess when Magic can he will look into this (may have already in the course of his logistics revamp)
Title: Re: Bug Report Thread.
Post by: Dred on June 26, 2011, 12:34:04 pm
More obvious in long range mech variants, but it happens with every mech I've used.  I've had an all close quarter mech moving away from its target with an incomplete rotation refusing to shoot.

As a side rant from when I played the mechwarriors, I would move parallel to any target and then pull a u-turn away from my target adjusting my range by the arc of the U.  This seems like the movement equivalent of what the ai is trying and failing to do.  The ai is pulling away but can't decide on which way to go, left or right, so it keeps switching between the two, full rotation left then full rotation right, and just not firing.  Eventually it will fire, but I've had opponents get off 3 vollies to my 1(or worse) in equal rate of fire situations.
Title: Re: Bug Report Thread.
Post by: magic on June 27, 2011, 02:04:35 am
Hadn't realised you had your own forum - I posted a few (probably well known bugs on the DropshipCommand forums but i'll cross post here just incase). Pretty much any bugs i'll try and post will  to do with campaigns:

Magic & Co

On your Exodus campaign (from the Omnitech build) I keep getting the "instant death" problem on mission X_2_5 "Rescue Takagi's Son". Think that truck still needs moving behind the building so the Bushwacker has time to get the turret control.

Kurgis,

thank you for playing and for the feedback.
This is well known bug, strangely it never happened to me. I completely forgot about it, will do.

Also. On the MW2 campaign, the second "training" mission is quite tough as your two mechs, that you are meant to be rescuing, can barely stay alive against the two mechs - then the 3+ vehicles that appear. IMO it needs tweaking slightly as 3/4 times they will die (even dropping the difficulty to "Green" - which is a bit embarrassing) before you even get there.

Correct, I will see what to do when I get time to finish that camp.

I also have a mission stopper in the Wolf's Dragoons campaign. Its the Alphecca mission where you start with one mech, defending a little base then go to pick up the rest of your squad and follow the rest of the mission. What seems to be the final bit is to wait for an Evac chopper to get to a downed slayer - the mission never ends even if the chopper gets there fine - I left it for well over an hour and nothing happened. I'll try and do it a slightly different way and let the allied mechs die and see if that changes anything but i've already tried several approaches. Annoyingly the mission dosen't seemed to be called "Alphecca" so I can't even try and load it up in the mission editor to see what's going on.

Yes, there is a mech that is stacked near the closest map border to that downed airspace fighter, just move your mechs close to the border and that mech will enter the map. Kill it and the mission is done.

Mission Editing: I have XNA installed as per DCmmnd instructions and i'm using the version with the mod. I realise the fix for Magic's exodus is quite simple but I can't get that mission to save properly after opening it (the Wolf's Dragoon campaign mission's won't open at all in the editor for me btw). It keeps giving me missing textures or the lighting needs re-calculating - but trying to re-calaculate ligthing says textures are missing! Got me well confused. My little map in the top left corner in the editor is black for the most part which seems wierd so i'm obviously missing something.

Now after the bugs - cracking work on getting this game going again - really enjoying it.

I've currently just loaded up that list of campaigns that someone posted earlier and i'll start going through them to see if they work - first few seem to have no problems.

Edit: Spelling

In order to edit the mission you must open mission_name_burning.jpg and convert it to mission_name.tga with any photo editing program.

Sorry from the late response, I just returned from my vacation.

Dred,

I know about this purchase "bug". Purchase will be different in new logistics, thank you.
About the AI, I noticed that but only with salvaged mechs. For some reason salvaged mechs always move out of the range.
Title: Re: Bug Report Thread.
Post by: nvsblmnc on June 30, 2011, 03:13:17 am
I've got a strange bug affecting my Omnitech 0.66 install - when I first installed Omnitech, it failed to launch and I got an error message stating msvcr100.dll was missing - I downloaded a copy of the file and now it launches okay.

The problem is I can only access the 'mechlab once per campaign.  After the first mission, the modify and mech purchasing buttons are permanently greyed out, and clicking on the component purchasing button intermittently leads to an instant CTD.  This has affected both the new Carver 5 and the MW2 campaign.

Is this a known bug, or do I have a broken install?
Title: Re: Bug Report Thread.
Post by: magic on June 30, 2011, 05:59:42 am
I've got a strange bug affecting my Omnitech 0.66 install - when I first installed Omnitech, it failed to launch and I got an error message stating msvcr100.dll was missing - I downloaded a copy of the file and now it launches okay.

The problem is I can only access the 'mechlab once per campaign.  After the first mission, the modify and mech purchasing buttons are permanently greyed out, and clicking on the component purchasing button intermittently leads to an instant CTD.  This has affected both the new Carver 5 and the MW2 campaign.

Is this a known bug, or do I have a broken install?

Uninstall and then reinstall MCO (read program requirements from the installer window) .
Download microsoft visual c++ 2010 redistributable package and install.

Thank you for playing.
Title: Re: Bug Report Thread.
Post by: StargateSpankyHam on July 13, 2011, 04:41:52 am
Occasionally, mechs disappear when moving them to/from the inventory window and ready area (the screen before you assign pilots to them). Easily fixed by 'refreshing' - entering and exiting the mech purchasing area. But nonetheless mildly frustrating.

Since there's no more infinite inventory, stackable items would be a huge plus. There is plenty of room on the GUI for this, especially for weapons.

When placing weapons on mechs via drag-and-drop, the inventory window scrolls all the way back to the top every time. This is mildly frustrating when you need to arm a mech with several lasers. Not so bad with PPC's, because they are at the top of the list to begin with.

Inventory is far too limited, and a bit buggy. I went to go buy lasers - turns out, I could only buy one. Even more confusing, the unpurchased items do not remain purchasable in future missions. A maximum of ONE item is purchasable at any given time - and this is supremely frustrating when you want to go build an LRM platform. And why is the per-item-quantity only set to 'one'? Honestly, I'd expect the quantity of those armor plates and heat sinks to go up by a LOT more than 'one' per mission - and likewise for small, bulk-placement weapons (pulse lasers, LRM's, machine guns, maybe light AC's).

The next issue may just be from not playing the game for so long...but all the mechwarriors on my team seem very special in the head. I'm only on the night Liao raid mission, playing on Veteran...and between a heavily armored Bushwacker and five light mechs armed with heavy-hitting ranged weapons, they can just about one-shot-alpha-strike a light mech, and cut up a medium mech in a few seconds. Once I get to the west end of the map, at that base near the end, I blow a hole in the wall with the bushwacker's lasers and heavy AC, charge in, and suddenly all the fire-support mechwarriors go herp-derp on me, and forget that their guns need a clear line of sight. Even after they nuke every segment of the wall now in their way (only after I told them to), they still just walk around like they're either drunk, or playing solitaire on their mechs' consoles.

Also, the resource points are messed up. In all the missions, you start out with 1/10 the normal resource points - so, for example, instead of starting a mission with 7000 (enough for, say, a repair truck), you start out with 700. Which you can't really use...at all.
Title: Re: Bug Report Thread.
Post by: Dred on July 14, 2011, 06:48:38 pm
v89, quickloading causes game to crash.  Playing Exodus campaign.
Title: Re: Bug Report Thread.
Post by: magic on July 15, 2011, 03:22:19 am
v89, quickloading causes game to crash.  Playing Exodus campaign.

Thank you! Bug found and fixed.
Title: Re: Bug Report Thread.
Post by: StargateSpankyHam on July 16, 2011, 08:58:26 pm
Oh, another thing. In the original campaign, after doing the moon mission, I'm experiencing a consistent crash. I salvaged a Storm Crow and a Huntsman (along with a buttload of other clan mechs) - but when stripping them of their components before selling the chassis, the game crashes when I pull off the Storm Crow's clan double heat sink.
Title: Re: Bug Report Thread.
Post by: magic on July 18, 2011, 12:44:57 am
Oh, another thing. In the original campaign, after doing the moon mission, I'm experiencing a consistent crash. I salvaged a Storm Crow and a Huntsman (along with a buttload of other clan mechs) - but when stripping them of their components before selling the chassis, the game crashes when I pull off the Storm Crow's clan double heat sink.

Noted, will take a look.

Please try to keep that Stormcrow and try to remove that dblHS after next mission, see what happens.
Title: Re: Bug Report Thread.
Post by: Hades on July 19, 2011, 12:26:53 am
Not sure if it's a bug or intended, but Scout Choppers have incredibly wonky AI. They're fine, but if you tell them to attack something, they'll just turn in a random direction, stop doing anything, and not respond to any input commands at all, they'll just sit there and be destroyed.

Also, resource points that aren't used in a mission should carry over as money when you complete it, in my opinion.

I notice that in close range, if you tell a mech to attack something, it may spin around in place and/or fire before engaging it, which is annoying.

The two Carver 5 campaigns need a description change of some sort to tell them apart. As of now, there's nothing indicating which is the 'retail' version and which is the enhanced version.

Quickload takes you to your last quicksave, I think it might be better to take you to the last save instead, for instance. I quicksaved at the beginning of mission 3, I derped in mission 4, thought quickload would take me to the beginning of the mission, but it instead took me back to the beginning of mission 3.
Title: Re: Bug Report Thread.
Post by: magic on July 19, 2011, 06:20:12 am
Hades,

I made a new mech model - Hades.
Thank you, scout choppers will be replaced with scout vehicles soon.

Unspent RPs is the next on to do list - RPs will be transferred to Cbills.

Attack in close range, is the AI problem, not a priority for now.

Quick load and quick save have different format then save/load and are designed for in mission only. I wont change that. Its needed when you dont have time to finish the mission.

You are right about those carver camps, will do.
Title: Re: Bug Report Thread.
Post by: Dred on July 19, 2011, 04:49:06 pm
CauldronBorn (model changed, 12 weapon nodes)

Pretty sure this causes a ctd on quicksave.  Error:  Mech has too many weapon nodes to save 12
Title: Re: Bug Report Thread.
Post by: magic on July 21, 2011, 12:14:37 am
CauldronBorn (model changed, 12 weapon nodes)

Pretty sure this causes a ctd on quicksave.  Error:  Mech has too many weapon nodes to save 12

"Bug" (fixed limit) found and fixed. Thank you.
Title: Re: Bug Report Thread.
Post by: MLVStan on July 24, 2011, 10:13:50 am
I've had a problem with the latest release of the game 092. When ever I load the game it goes into a super quick mode. Everything flashes and animates really fast, like super fast rotating nav markers or extraction markers. The mechs move like they're on nitro and it's really annoying.   :banghead: When I first installed the game it ran perfectly fine for about 10 hours. It wasn't until last night when I restarted the game I noticed this happening.

Also I came across a jumpjet bug, during the fourth mission in the exodus campaign I was using jumpjets to get to Nuke's KitFox. Then one of the mechs landed and started running, not forwards but sidewards, like there was an invisible wall was in the way. But that didn't stop the mech from running sideways up a sheer cliff with easy. All other functions didn't work, like firing or moving elsewere or jumping again. But its the only time it occured.

Title: Re: Bug Report Thread.
Post by: magic on July 24, 2011, 02:14:05 pm
Strange that it is going fast, what operating system you use?
Title: Re: Bug Report Thread.
Post by: MLVStan on July 24, 2011, 04:09:47 pm
Strange that it is going fast, what operating system you use?

I'm using Windows XP SP3. I've tried it on my dad's Win7 computer it seems to be playing alright there. But no go for my computer.
Title: Re: Bug Report Thread.
Post by: Viva on August 01, 2011, 03:40:25 pm
With v92. In mission 12 "intercept" where you have to destroy 4 convoy elements, and then extract. The game consistently crashes after immediately completion of the mission.
Title: Re: Bug Report Thread.
Post by: Viva on August 03, 2011, 06:05:54 am
Another error i mission 12 v92. You're only supposed to be able to deploy the repair truck only once, but in that mission you can do it at least twice. I did so, so mayby that is the reason for the crash?
Title: Re: Bug Report Thread.
Post by: BulletSix on August 10, 2011, 04:14:15 am
maybe my findings are not (game-)bug related, but they are bugging me, so i leave it up to the ones with actual knowledge to determine their relevance :)
Yes they are with version 092, i will retry and report with the new one ...

its basically a "mission end - game crashes bug"

first i encountered it in the exodus campaign mission (sorry i forgot the number) where you have to protect the bunkers.
 mission was succesful, got "told" how many c-bills i got and instead of going back to the promotion, mechlab, etc. the game crashes (win7, 32 bit and 64 bit).
I then re-tried the mission without capturing the building besides the repair bay as only difference (i can tell or deliberately did) and got to thoe post-mission-screen just fine.

Then in mission ... 21(?), where you have to kill the general in its Atlas, the same crash after successful ending the mission. ( i deployed one repair truck during the mission and captured the Atlas and all turret controls i could find ^^)
No solution for now.
I edited the mssion a bit for another run, same outcome as before although this time my edits (placing a mech for capture, changing mission goal timers, linking some lookout towers and replacing a building ... all seemingly minor) may be the cause or contribute to it.

I can provide the in-mission-quicksaves if that is helpful at all.

Edit:
after restarting the mission with v102 and a few non-reproducible crashes i got to the post-mission-screen fine (my edited map, loaded and saved with the newest editor-version).
So either i did something entirely different (which i tried to avoid) or the issue is fixed :)
Title: Re: Bug Report Thread.
Post by: magic on August 11, 2011, 12:51:17 am
BuletSix, thank you again.

I think the issue with after mission crushes is fixed in 102.

It was a problem with memory allocation :cool::

One of the functions was set to return value (number+1) instead of (number). Human error from the bad old MC2.
That caused another function to look for a value after the end of allocated memory space...

It took me 2 weeks to find it, and I couldnt before I started recalculating the math, function by function.

Old MC2 does not usually get that far, so it was not a visible error in mc2.

I spent entire month just chasing and fixing bugs in editor and in game. It can be really frustrating :mad:
Title: Re: Bug Report Thread.
Post by: Lucas4 on September 26, 2011, 10:40:52 am
First let me say,  That I love what you've done with the game. The new mechs and refilling the repair truck, really cool. But now for the bug I've found.  Has anyone else found that the Clan energy weapons and swarm misslies don't show up after Mission 11? The other Clan weapons show up once you complete the Moon mission, just no ER or pulse lasers. The Energy weapons will stay in inventory if you strip them from captured mechs, But that's the only way so far that I have gotten them. Also on the Volstand Campaign, I can't get the Lentin Airfield mission to end. I complete the objectives, and return to the Base HQ. But nothing happens. Even if I have my mechs completely encircle the building. Well that's all I wanted to gripe about. Again, I love the makeover, it has reminded me of why I used to Love the Jenner mech in MW2 mercs.
Title: Re: Bug Report Thread.
Post by: magic on October 05, 2011, 02:45:45 am
Thank you for playing, Lucas4.

About clan energy weapons, this is in purchase files, probably excluded for some reason, or forgotten...

On the volstand campaign, there is some friendly (captured) vehicle somewhere near by. Destroy it and the mission will end. This is old MC2 bug: I f your mechs are in extraction zone and some of the friendly vehicles are to close the objective cant be completed. I created another function to replace that one but I couldnt rewrite old campaigns scripts, sorry.
Title: Re: Bug Report Thread.
Post by: Timerlane on October 05, 2011, 09:25:58 pm
The Clan energy weapons and the Swarm LRMs are in 'purbonus11.fit'. AFAIK, all past 'purbonusXX.fit' files are loaded in addition to the current mission's 'purchaseXX.fit' file, so I don't know why they would suddenly drop just because one reaches a certain mission.
Title: Re: Bug Report Thread.
Post by: Lucas4 on October 07, 2011, 01:05:29 am
Thanks for the info on the Volstand problem. It was a resource truck that is at the base. Thanks for the help. When i finish the campaign, I'll try the Carver 5 game again.  And again thanks for the update of a really fun set of games. 
Title: Re: Bug Report Thread.
Post by: fgbrooks on October 10, 2011, 12:39:32 am
Hi Everyone,

Thanks to all for revitalizing this game.  Now on to the bugs.  I have found two in the Clan Eagle campaign.  The first is in Mission 10, One Mech.  I completed all of the objectives, except the last, which is supposed to be done by a helicopter.  The copter flies to the right area, but then just sits, doing nothing.  The second is in Mission `12, Kanrut Airfield, Part 2.  Here, I have cleared out all of the baddies and completed all of the objectives.  I get a final objective: 6.  Clear and Move to Extraction Point.  The game then places a number 6 on the mini map, at the western end of the runway, but there is no extraction marker, and nothing happens when I move my surviving mechs to that area.  Any suggestions/outright help would be appreciated.
Title: Re: Bug Report Thread.
Post by: magic on October 10, 2011, 05:39:10 am
fgbrooks,

thank you for downloading and playing MCO.

Clan Eagle campaign is one of the most difficult for me for "transfer to MCO".

In mission 10, something is wrong with copter brain, so I added 2000 (or maybe 4000 RPs) for scout copter. Call scout copter from the support tab and send him to destroy that building.

In mission 12, sorry I was unable to open the mission in editor to add extraction marker. Use double line formation and move your mechs around that number or jump your mechs around the number until you find the correct location.
Title: Re: Bug Report Thread.
Post by: fgbrooks on October 10, 2011, 06:35:00 pm
Hi Magic,

Thanks for the suggestions.  The Scout Helo suggestion worked in the One Mech mission; however, with regards to Mission  12, nothing that I do that you suggested or anything else that I have tried works in triggering the mission ending.  Looks like I will have to remove it from the campaign in order to  move on.
Title: Re: Bug Report Thread.
Post by: WARGAMES on October 16, 2011, 06:10:05 pm
So I've been playing MCO for awhile
The first thing I noticed and that I also read about here, is the purchase fit bug(or at least for exodus). I was curious if there'd be varying quantities of components  and mechs instead of singles after every mission, or especially for the solo missions(singles? in THAT? that is where the new shop irritates me, only there though because it is a great idea but not polished up for missions)
Though I've been having fun boosting weapon damage and tweaking things so it's not boring as hell with IS stuff and so clan stuff isn't insane, it's very nice

I have had a few random crashes occur, but not enough to repeat it(other than that elemental I sold...) and the purchase bug that is already known.
Title: Re: Bug Report Thread.
Post by: Bullseye69mech on October 18, 2011, 09:17:02 am
On the liberation of volstand camgain I believe I have found a bug. The mission is the one to destroy the training facility and you have to get the pirates record and capture the comstar base it starts with 2 objectives the adds the records then add investigate the crash site.

Tried it by the numbers as soon as i destroy the orbital gun turret 2 it pops up investigate the crash site I start down that way and it crashes.
Completes all secondary objectives and primary the started down towards the crash site and it crashed again.

The third time I tried it ignored the objectives and tried  to go straight to the crash site and it crashes again . Seem every time i go towards the crash site I get a crash. Anyone else have any ideas on what to do or how to finish so i can try next mission....
Title: Re: Bug Report Thread.
Post by: Bullseye69mech on October 18, 2011, 10:49:42 am
Clan Eagle campaign tried the work around for the clan eagle mission destroy the control tower launched 2 scout copters and they did not fire or do any damage at all to the tower. Any idea on how to complete this mission. Would be alot easier if there was a way to get jump jet mech across the water way or get a air strike or a fixed arritly to shoot at it. Might just uninstall game and everything and just resinstall back with the Campagin i am trying at the time...


Anyone have any ideas on my post about the liberation of volstand I am really like that series of missions.
Title: Re: Bug Report Thread.
Post by: Bullseye69mech on October 18, 2011, 06:49:35 pm
Figured out a work around for liberation of volstand complete 2 and kill all enemy then go ahead and capture record halls then capture base asset headquarters then leave me in base and summon up a scout copter send it to mobile turret and then have it fly directly to crash site over water and boom gave me credit . Any mech trying to investigate triggers a crash in the game.
Title: Re: Bug Report Thread.
Post by: magic on October 19, 2011, 12:33:41 am
About the Volstand and Clan Eagle campaigns. They have some brains specific to mechlab. They tried something like invisible unit or something else that crushed even the original versions. And the way they used triggers.

I had crushes in 3 missions in clan Eagle campaign. When your forces trigger something that triggers some unit brain the game crushed.
After finding those units, either deleting or changing brain file to dredattack01 fixed the problem.

I am sorry, I dont have time to rewrite all the brains.
Title: Re: Bug Report Thread.
Post by: Sir Carnifex on October 19, 2011, 01:43:02 pm
So I got to tinker around with MCO for a little bit and I came across a couple of bugs.

1.  I can't remember which mission (MW2 Mercs Campaign), but I think it was the first Draconis Combine mission, zooming in too far crashed the program.   I'll  have to test it a bit further to see if this is a fluke or not.

2.  Twice I have gotten a black screen upon failing a mission.    Once, the mission marked as failed just as I clicked Abort Mission, and it loaded black.  The other time it did it without any interference from me.   Both times I was able to get back to the mission preparation screen by moving the mouse (I could still see the pointer) and clicking until I found the button to skip me to the next screen.   So it was working at least, but I just couldn't see what I was doing.   In my case, there was no harm except I didn't get to see the mission stats, but it could be problematic at times if a pilot has increased in skill (green to regular, etc.) and has various abilities to choose from.   

Neither of those two bugs is really game-breaking, but it's best to report anything, right?  If I come across more information about them, I'll be sure to post about it as well as any other bugs that I find.

Also, I'm really enjoying the new features.  However, is decreasing the drop weight limit supposed to give me 10,000 C-bills?  I think I may be enjoying that particular "feature" too much.    :lol:

Nice work on everything!
Title: Re: Bug Report Thread.
Post by: jkm881 on October 19, 2011, 08:01:44 pm
I'm not sure if it is a problem with MCO or with MC2, but I have not been able to run either since I got my new machine.  I think it is a problem with running either on Windows 7 b/c they worked fine on Win XP.  Whenever I try to run either program, the spalsh screen comes up on the desktop, the CD drive spins up, the usual black window appears and then the game crashes and never leaves the desktop.  I have tried using the compatibility modes, and deleting the badcard/vidcard files but I get the same result regardless.  I'm hoping someone knows how to fix this, MC2 is one of my favorite games ever.  I am running 64-bit Win7 Home premium on my new Alienware that runs MCG just fine... :banghead:
Title: Re: Bug Report Thread.
Post by: magic on October 20, 2011, 01:17:52 am
MCO works fine on win7/64, even better then on xp, you dont need any compatibility modes.

Try to ease your win7 security settings.

Sir Carnifex, everything is wort reporting, thank you.
Nobody reported something like that before.
Title: Re: Bug Report Thread.
Post by: Sir Carnifex on October 20, 2011, 04:56:53 pm
I have another bug to report.   

While playing (again) the MW2 Mercs campaign, I'm getting kicked from the game with this message:

Quote
STOP      :  [ASSERT 301]  WeaponShotInfo.init: damage out of range 
Address   : 0x00415FD7
Location  : MCOREL! (+0x14FD7)

Call Stack
==========
0x00476B93 MCOREL! (+0x75B93)               
0x0058131B MCOREL! (+0x18031B)             
0x0058FFB4 MCOREL! (+0x18EFB4)             
0x005900AE MCOREL! (+0x18F0AE)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x00590194 MCOREL! (+0x18F194)

This is during the Prosperina section, mission two - taking out the assault lance and protecting the artillery.   So far it's happened twice in the same mission.  The first time I had finished and was almost do the extraction point when it occurred.  I tried again, completed my objectives and was just starting on my way to the extraction point and the same thing happened.  Reloading about three more times didn't help.  It would keep happening at the exact same time.
Title: Re: Bug Report Thread.
Post by: jkm881 on October 21, 2011, 04:33:15 pm
Ok, tried running it with no Compatibility mode, with all Win 7 security off, and I got the exact same thing.  I have Mcafee, does that interfere with MCO?
Title: Re: Bug Report Thread.
Post by: Sir Carnifex on October 26, 2011, 12:01:34 am
In a different mission in a different campaign (Exodus this time), I'm getting the exact same error described two posts above.  Reloading the quick load doesn't help as it will always crash at the same time.  I'll try redoing the mission and see if I can get around it.

jkm881, I'm running McAfee and the game starts up just fine for me.   However, I do not have Windows 7.  I'm running XP.
Title: Re: Bug Report Thread.
Post by: Bullseye69mech on October 27, 2011, 12:03:57 am
Possible bug on the march to Terra campaign the first butler mission where you have to scout and destroy the turret generator has the jumping atlas attacking. Finished objectives and go back to the dropship but game does not end. So went back and killed all the enemy on the map including the forklift and still know end to the game does seem to have a visual dust off point to end the game. Am I missing something I put my mech in formation and walked every inch around the dropship anyone know how to end the mission.
Title: Re: Bug Report Thread.
Post by: Lucas4 on October 27, 2011, 08:14:59 am
Bullseye69mech, on the Volstand mission that crashes, I found the same thing. The crash happens whenever you try to enter the Training area that is South of the record hall/ and west of the salvage base. I tried moving mechs in there and it crashes, I tried sending in a scout, but it went to close to the training area, and boom  a game crash.  A trick/work around I found was that if you want to capture any of the mechs that are at the crash site, you need to go to the salvage yard.  Move all the way down to the coast line then have your mechs move in a column formation, and stay as close to the water as possible and stay well south of the training area. Then you just jump your mechs over , and take out/capture the enemy there.  Then just reverse your course on the way back, and stay out of the training area. Once your at the salvage yard, you can move up to the HQ area normally. I just leave that one training area alone, after all it's a secondary objective, not a primary.
Title: Re: Bug Report Thread.
Post by: WARGAMES on November 02, 2011, 03:53:03 pm
Bullseye69mech, about the butler one: look on the map in the middle(little lower) far right for a 3.
I went to the dropship as well and cheat jumped all over the map before I looked more and saw that 3 nearly invisible on the map(snow map + objective numbers = bad without an outline)
Title: Re: Bug Report Thread.
Post by: ApheX on November 07, 2011, 04:46:03 am
I've downloaded this game and i must say i'm impressed with the whole thing so far.

There is one problem i would like to fix though. when i start playing a mission, i cannot get the resolution any higher than 1024by786.

I can't seem to find any widescreen support on the main options menu and when i try to put it up to 1280by1024, it will not do it and continues to run at 1024by786.

Can anyone help me with this problem?
Title: Re: Bug Report Thread.
Post by: magic on November 07, 2011, 06:07:32 am
The game will try to run in your desktop resolution if supported. If not it will run in closest supported resolution.

Changing resolutions is obsolete.

What is your desktop resolution?
All this is new and in testing, please try different desktop resolutions and see what is going on.
Title: Re: Bug Report Thread.
Post by: headdie on November 07, 2011, 04:00:21 pm
not sure if reported before but I just suffered a ctd.  The error is attached below .

the basic is that i was accepting the purchase of an armour slot and a mid range IS laser during the training/starter mission for the anti pirate campaign that is supplied with MCO

Hope this helps you guys.

[attachment deleted by a basterd]
Title: Re: Bug Report Thread.
Post by: ApheX on November 09, 2011, 04:06:56 pm
The game will try to run in your desktop resolution if supported. If not it will run in closest supported resolution.

Changing resolutions is obsolete.

What is your desktop resolution?
All this is new and in testing, please try different desktop resolutions and see what is going on.

I'm running 1360 by 786. The strange thing is i can't even get 1280 by 1024 to work. On the orginial game is works fine but not this version.
Title: Re: Bug Report Thread.
Post by: magic on November 10, 2011, 12:45:23 am
1360x768 will be supported, not just yet. The game will run in 1024x768. If your monitor can support higher resolution try to set higher values and see what is going on. Lowest supported wide resolution for now is 1440x900 (will be 1366x768).

If this is the highest resolution your monitor can support then you cant run the game in 1280x1024.
Title: Re: Bug Report Thread.
Post by: Peorth on November 11, 2011, 08:17:43 am
First of all, thanks to the MCO team for reviving this great game! I've been a fan of a MC/MW games for a long time and I'm really grateful to the team.  :D

I'm currently playing the latest campaign released, March to Terra and I've encountered some problems:

1. Kandis mission (destroy relay station)

- The trigger waypoint to end the mission seems to be too small. Although it is advised to do an "immediate evac," I decided to fight all the mechs and finish them off. Because of the high RPs allocated (100k), I decided to salvage a large number of mechs so I could sell them. Unfortunately my large group could not trigger the evac waypoint and I couldn't finish the mission.

- On my second run, I tried to see how many mechs I could salvage and still trigger the evac. Along with my 3 Dire Wolves, I was able to do this with three Highlanders and 1 Atlas but only after moving about a bit to pack the group in the trigger space. It might be possible to add one more mech (smaller?) or even two, but probably not beyond this.

2. Hyner mission (recon Fishing port of Hampston, recon Northwest sector)

- Currently stuck on this one. The first waypoint finishes fine but the second one doesn't trigger at all. After destroying the Bushwacker, Lao Hu, Sha Yu, Atlas, and the 2 LRM carriers, moving to the waypoint or adjacent areas doesn't trigger completion. Same for destroying the HQ vehicle, minelayers, and all the structures there. I tried doing waypoint 1 first before 2 and vice versa but there's no effect.

Picture of Shadow Cat right on top of the waypoint:

(http://i39.tinypic.com/2ahy7op.png)


Any help for this would be greatly appreciated since I can't proceed beyond this mission.

Note: I'm using the MCO 132 build, just got the MarchToTerraForMCOsetup.exe 3 days ago from the Filesonic link.
Title: Re: Bug Report Thread.
Post by: Sir Carnifex on November 11, 2011, 04:13:38 pm
Just an update on a bug report:

What I posted (quote below) still happens with the latest version of the game.   I cannot get any further in the missions because it will always crash me out.   Now, if you need more information, I can provide some.  For instance, it mentions some damage being out of range.   I figured it was associated with the mechs shooting as the crash happened while fighting one time, but subsequent times it has happened, and sometimes before a shot is fired in the game.   

Would it help to have a list of mechs/weapons used at the time? 

Also, in the missions, I do notice something odd in that after I capture a resource building, my resources go from zero to -10,000.   Could the negative numbers have anything to do with the problem?

Let me know if I need to provide more information.    Currently I can't play any of the two campaigns in the game, so I may have to go download one of the new ones!

Thanks for all your work on this!


EDIT:  Oh, while I'm at it, I noticed another small issue that isn't game-breaking or anything like that.   In the pilot selection screen, after clicking on a pilot and then a mech, the stat screens overlap instead of the pilot info disappearing, so I can see the pilot's picture under the mech's picture, and the pilot's skills under the mech's weapons load.


I have another bug to report.   

While playing (again) the MW2 Mercs campaign, I'm getting kicked from the game with this message:

Quote
STOP      :  [ASSERT 301]  WeaponShotInfo.init: damage out of range 
Address   : 0x00415FD7
Location  : MCOREL! (+0x14FD7)

Call Stack
==========
0x00476B93 MCOREL! (+0x75B93)               
0x0058131B MCOREL! (+0x18031B)             
0x0058FFB4 MCOREL! (+0x18EFB4)             
0x005900AE MCOREL! (+0x18F0AE)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x00590194 MCOREL! (+0x18F194)

This is during the Prosperina section, mission two - taking out the assault lance and protecting the artillery.   So far it's happened twice in the same mission.  The first time I had finished and was almost do the extraction point when it occurred.  I tried again, completed my objectives and was just starting on my way to the extraction point and the same thing happened.  Reloading about three more times didn't help.  It would keep happening at the exact same time.
Title: Re: Bug Report Thread.
Post by: Peorth on November 11, 2011, 09:47:29 pm
As an addenum, I wonder if the problem with the Hyner mission is related to the old error. I was doing a bit of Googling and came across this:

http://www.strategyplanet.com/mechcommander/patches.htm

It seems to be Mechlab's site and has a fix for the Hyner mission, though it doesn't mention what it specifically fixes.
Title: Re: Bug Report Thread.
Post by: Gray-one on November 12, 2011, 05:04:04 am
First of all, I who’d like to thank Magic for creating this great mod. I’ve bin a fan of mc2 for years
and even back then I enjoyed playing the game. Now whit the help of this mod the game haze become much more
challenging and fun. That sad it is time to get down to business.


I’m currently playing the improved Carver 5 campaign with version 141 and have encountered 2 bugs.


No.1 is that when using a Shootist it arrives already damaged on a map.

No.2 happens in Mission 6A: Defensive Counter: Base Aries, during the first attack wave. Around the time when the
first enemy Mech (Sha-Yus I think) reaches the area whit the Fuel Tanks and the 2 resource trucks the game crashes
whit the following message:


EXCEPTION : Attempt to write to address 0x00000004 in MCOREL! (+0x163461)
Address   : 0x00564461
Location  : MCOREL! (+0x163461)

Call Stack
==========
0x0042F0BF MCOREL! (+0x2E0BF)
0x0044B74B MCOREL! (+0x4A74B)
0x0047F140 MCOREL! (+0x7E140)
0x004037C1 MCOREL! (+0x27C1)
0x005A99E4 MCOREL! (+0x1A89E4)


And yes, I know my grammar is bad. I never did manage to learn how to write properly in English.
Title: Re: Bug Report Thread.
Post by: Peorth on November 12, 2011, 08:05:45 pm
For the Hyner mission, turns out the trigger is far north of the waypoint. Also, if you kill the mechs you're supposed to just recon at waypoint 2, the extraction waypoint won't trigger.

Regarding crashes, I've learned to live with them. The Volstand campaign was particularly bad for me, and I though I wouldn't finish it because of the frequent crashes. The bad thing was that the crashes would occur in the transition from finishing the mission to the salvage/pilot summary list. The recurrent error would be "STOP: Attempted to free invalid memory, or memory corrupted before block at address 0xbb61f68." The crashes were more frequent in the later missions and I had to reload the Quicksave many times until a crash didn't occur. It seemed the crashes were worse the more mechs I salvaged. Sometimes I would intentionally destroy a mech or two that I salvaged and the crash wouldn't occur. Also, many times simply reloading the Quicksave would cause MCO to crash.

I believe the cause of the frequent crashes has to do with the way the campaign is configured/written. As proof of this I just finished the March to Terra campaign and not once did I have a crash in the said transition, nor during reloading of the Quicksave. For this and the Wolf's Dragoons campaign the occasional crashes were random and not reproducible, unlike that of Volstand in which I grew tired of seeing the same error screen over and over:

(http://i39.tinypic.com/33e2y6e.gif)
Title: Re: Bug Report Thread.
Post by: ApheX on November 13, 2011, 09:09:30 am
I have another bug to report.   

While playing (again) the MW2 Mercs campaign, I'm getting kicked from the game with this message:

Quote
STOP      :  [ASSERT 301]  WeaponShotInfo.init: damage out of range 
Address   : 0x00415FD7
Location  : MCOREL! (+0x14FD7)

Call Stack
==========
0x00476B93 MCOREL! (+0x75B93)               
0x0058131B MCOREL! (+0x18031B)             
0x0058FFB4 MCOREL! (+0x18EFB4)             
0x005900AE MCOREL! (+0x18F0AE)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x0058FC0D MCOREL! (+0x18EC0D)             
0x00590194 MCOREL! (+0x18F194)

This is during the Prosperina section, mission two - taking out the assault lance and protecting the artillery.   So far it's happened twice in the same mission.  The first time I had finished and was almost do the extraction point when it occurred.  I tried again, completed my objectives and was just starting on my way to the extraction point and the same thing happened.  Reloading about three more times didn't help.  It would keep happening at the exact same time.

I'm now also getting this same problem as Sir Carnifex on the MW2 Mercs campaign (Prosperina Setion - mission two). Please help, i've been really enjoying the game so far and would like to finish it.
Title: Re: Bug Report Thread.
Post by: Patriot on November 14, 2011, 04:54:09 pm
Was playing Mercenary's Star, when on the mission with the airfield raid(destroy aircraft, tower, capture trucks and bang out)

When suddenly i get this


EXCEPTION : Attempt to read from address 0x101E529C in MCOREL! (+0x125940)
Address   : 0x00526940
Location  : MCOREL! (+0x125940)



a Sha Yu just got cored when this happened, if it helps, as did the enemy put down 1 airstrike on their own Anubis before that
Title: Re: Bug Report Thread.
Post by: lowenz on November 18, 2011, 06:23:51 pm
Facility Assault mission:

STOP      :  [ASSERT 0] FUDGE
Address   : 0x00414D7F
Location  : MCOREL! (+0x13D7F)

Call Stack
==========
0x004152C8 MCOREL! (+0x142C8)               
0x004152F0 MCOREL! (+0x142F0)               
0x0041580C MCOREL! (+0x1480C)               
0x004300A0 MCOREL! (+0x2F0A0)               
0x0044B74B MCOREL! (+0x4A74B)               
0x0047F140 MCOREL! (+0x7E140)               
0x004037C1 MCOREL! (+0x27C1)               
0x005A99E4 MCOREL! (+0x1A89E4)             

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0018DD54 ESP=0x0018D804   EIP=0x00414D7F
EIP (0x00414D7F) 8B 06 80 7C 38 08 00 0F 85 B5 00 00 00 0F B7 9C 47 A6 00 00 00 81 FB FF FF 00 00 0F 9C C2 68 E8
ESP (0x0018D804) 0018D844 09DE1BD4 0C488640 15D9C930 00000014 757B0C48 9944C473 00000001
                 0018D8C4 0018DD64 00000200 0000002B 180F4A90 00000100 0000001F 17FE1BA8
                 00010000 000003D8 185E3EA0 00000144 752ACEFD 00000002 0CA77CD0 FFFFFA97
Title: Re: Bug Report Thread.
Post by: magic on November 22, 2011, 04:12:28 am
Thank you all for the error reports.

I found a bug investigating Base Aries crushes:
- invalid normal (crush in base aries mission and possibly more missions. Function with two arguments with the second argument defaulted to NULL if omitted. At one place in the function value is assigned to second argument without checking its existence.)

It is fixed in MCO 143 (released).

EDIT: Shootist fixed for the next release.

EDIT2:
STOP      :  [ASSERT 301]  WeaponShotInfo.init: damage out of range 

means you have a weapon that has 301 damage (range is 0-255), will see.
Title: Re: Bug Report Thread.
Post by: ApheX on November 29, 2011, 08:30:34 am
STOP      :  [ASSERT 301]  WeaponShotInfo.init: damage out of range 

means you have a weapon that has 301 damage (range is 0-255), will see.

Ok, i tried limiting the heavier weapons on the mechs i use, however i'm still getting the same issue. The game crashes just as i'm getting the the extraction point. All enemy mechs had be destroyed before i even start moving to the extraction point so i'm confused why this error would continute. Any thoughts?
Title: Re: Bug Report Thread.
Post by: magic on November 30, 2011, 12:42:53 am
Is this happening in MCo 143?

This is prosperina mission 2 (kill Varus)?
I tried it twice as solo and twice in campaign, it always finish OK?

I will soon post new version with over 50 problems fixed in MCO code.
Title: Re: Bug Report Thread.
Post by: Peorth on December 01, 2011, 08:39:33 am
Dunno if this is a bug or not but I can't get past the Exodus campaign mission titled "Family Affair." As described in the mission briefing, a friendly force comes from the northeast and the Bushwacker captures the base defenses. After doing this, the Bushwacker and vehicles cluster together. Immediately south of there is an enemy fortification with LRMs. These LRMs keep pounding the vehicles and Bushwacker, who are just sitting pretty and taking all the punishment! Sometimes the cargo truck waltzes in and it only takes two volleys of LRMs to wipe it out and end the mission.  Meanwhile, my mechs (even the 86 kph ones) are nowhere close enough to save the idiots. From what I understand in the mission briefing, they're supposed to sit still until the two turret controls are captured or destroyed, but even if I do either of this, the continuous LRM fire makes short work of the group I'm supposed to save. Is this part of the mission design?

If it is, can anyone help me get past this mission? I've run it so many times already but the timing seems impossible, especially with the LRM turrets continuously firing on the friendly group I'm supposed to save, who are just contented in getting pounded to death by the LRMs!  :banghead:
Title: Re: Bug Report Thread.
Post by: magic on December 02, 2011, 07:27:33 am
The bushy should capture all turret controls in the base...

Will check.
Title: Re: Bug Report Thread.
Post by: Peorth on December 02, 2011, 02:22:30 pm
Another thing I found. On Lasko's Legion 7th mission (destroy relay station), I keep getting a persistent but consistent error:

STOP      :  [ASSERT 0]  Object moved off map 
Address   : 0x00417902
Location  : MCOREL! (+0x16902)

I tried doing the objectives in the normal manner (1 then 2) and reverse (2 first then 1) but there isn't any pattern to when the error appears. Sometimes I'm nearly done with the mission when it occurs, but I haven't been able to successfully finish it even once due to the error popping up.

Edit: After additional runs, I managed to trigger the evac waypoint and pull in all my mechs to the 4th (evac) waypoint but it didn't trigger the mission end. I tried running around the waypoint (until the error above crashed MCO) but I had no success in making the mission end.
Title: Re: Bug Report Thread.
Post by: magic on December 05, 2011, 12:32:33 am
Dunno if this is a bug or not but I can't get past the Exodus campaign mission titled "Family Affair." As described in the mission briefing, a friendly force comes from the northeast and the Bushwacker captures the base defenses. After doing this, the Bushwacker and vehicles cluster together. Immediately south of there is an enemy fortification with LRMs. These LRMs keep pounding the vehicles and Bushwacker, who are just sitting pretty and taking all the punishment! Sometimes the cargo truck waltzes in and it only takes two volleys of LRMs to wipe it out and end the mission.  Meanwhile, my mechs (even the 86 kph ones) are nowhere close enough to save the idiots. From what I understand in the mission briefing, they're supposed to sit still until the two turret controls are captured or destroyed, but even if I do either of this, the continuous LRM fire makes short work of the group I'm supposed to save. Is this part of the mission design?

This mission is not playable because of new feature "indirect fire without LOS". I changed some LRM turrets to SRM and the mission is fixed for the next release.
Title: Re: Bug Report Thread.
Post by: Peorth on December 05, 2011, 01:22:08 am
Okay, thanks! Will await the next release so I can continue with the campaign.  :)
Title: Re: Bug Report Thread.
Post by: Sir Carnifex on December 05, 2011, 05:01:15 pm
I noticed on the blog that the weaponshotinfo was fixed.  Great!  Now I should be able to play again.

Thanks for all the hard work!
Title: Re: Bug Report Thread.
Post by: Outlaw on December 13, 2011, 01:02:05 pm
I am having trouble with the Modified Carver 5 Campaign, particularly Base Aries and Gulag. The problem I am having is that i will clear the map of all enemies but the objectives for destroying all attacking forces in Base Aries, and destroying the Steiner Reinforcements for Gulag will not be complete. On a possibly related or unrelated note, i'm not sure; I get the error report STOP: Attempted to free invalid memory or memory corrupted before block at address 0x3661f68 after I close down the game after aborting these particular missions.
Title: Re: Bug Report Thread.
Post by: magic on December 22, 2011, 06:36:51 am
The problem is in copters, that have to enter the map on trigger. They wont because of my flying units dynamics changes. I reversed all those changes,  it must be done the other way.

There will be new ver soon, with some small fixes (including copter fix) and Karls Kurita and MC1 building sets.
Title: Re: Bug Report Thread.
Post by: Bloody on January 01, 2012, 02:12:35 am
Bug report on the Volstand campaign, the mission is called Konovov Training Facility. Bug crash is reproducible, it occurs if you move your mechs to the western area of the map.


User Notes
==========
Liberation Campaign, crash occurs moving mechs to the western area

Details
=======
EXCEPTION : Attempt to read from address 0x00000004 in MCOREL! (+0xC3F3)
Address   : 0x0040D3F3
Location  : MCOREL! (+0xC3F3)

Call Stack
==========
0x004590D5 MCOREL! (+0x580D5)               
0x004480B2 MCOREL! (+0x470B2)               
0x0047C129 MCOREL! (+0x7B129)               
0x0047DA0E MCOREL! (+0x7CA0E)               
0x00402EEF MCOREL! (+0x1EEF)               
0x005A97FF MCOREL! (+0x1A87FF)             

Processor Registers EAX=0x2EE48B38 EBX=0x00000001 ECX=0x00000000 EDX=0x00000000 Flags=0x00010202
=================== ESI=0x4BCDD10C EDI=0x00000CFC EBP=0x0012FC90 ESP=0x0012FC90   EIP=0x0040D3F3
EIP (0x0040D3F3) 8B 49 04 33 C0 38 84 CA 20 A3 6D 00 0F 94 C0 5D C2 04 00 CC CC CC CC CC CC CC CC CC CC 55 8B EC
ESP (0x0012FC90) 0012FDAC 004590D5 2EE48B38 18080520 41C80000 3F800000 204D5253 73617247
                 6E616C73 61432064 54206F6D 65727275 00000074 00000000 00000000 00000000
                 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
ESI (0x4BCDD10C) 44 F6 68 00 1E 00 00 00 3F 03 00 00 30 89 02 00 00 00 00 00 7B 02 00 00 AB AA 0E C5 56 55 49 C5
                 1D 47 8C 43 E1 00 60 00 6C 1D 00 00 57 00 00 1A 00 00 00 FF 00 00 A0 41 00 00 00 00 38 FA 4D 4C
EAX (0x2EE48B38) 0C 0E 69 00 00 00 00 00 0B 00 00 00 05 00 00 00 01 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00

Machine details
===============
Executable name           : G:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 12:44:48 Saturday 12/17/2011
Command line              :
Current directory         : G:\MechCommanderOmnitech
Current time, date        : 21:06:10 Sunday 1/1/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : g:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : turk
Machine name              : YT
Processor                 : 2400MHz Intel Unknown (0x6f0) MMX SSE Model=15, Type=6, Stepping=6 (Two Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 2 cycles 38400MB/s, 5 cycles 15360MB/s, 3 cycles 25600MB/s
Main memory r/w/rw speed  : 9 cycles 8533MB/s, 13 cycles 5907MB/s, 3 cycles 25600MB/s
Video memory r/w/rw speed : 2575 cycles 29MB/s, 28 cycles 2742MB/s, 2739 cycles 28MB/s
AGP memory r/w/rw speed   : 25 cycles 3072MB/s, 30 cycles 2560MB/s, 67 cycles 1146MB/s
Operating system          : Windows 2000 (5.1.2600)  Service Pack 3
DirectX version           : 9.04.00.0904
Time since booted         : 8h 4m 18s
Time in game logic        : 3h 44m 28.08s (on frame 699093)
Time app running          : 3h 44m 28.08s
Physical memory           : 2,147,483,647 bytes (2048 Meg)
Available physical memory : 1,648,824,320 bytes (1572 Meg)
Swapfile size             : 4,294,967,295 bytes (0 Meg)
Swapfile available        : 3,614,961,664 bytes (3447 Meg)
Virtual memory            : 2,147,352,576 bytes (2048 Meg)
Available virtual memory  : 864,358,400 bytes (824 Meg)
Amount of stack used      : 4740 bytes
Memory load               : 48%
Desktop video mode        : 2560,1600 32bpp
Mode when crash occured   : Windowed 1920x1200x16 Refresh=60Hz (ATI Radeon HD 4870 X2)
Networked Machine         : No
Executable version        : m00064
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
            smax4pnp.exe :  8 :   3 : C:\Program Files\Analog Devices\Core\smax4pnp.exe
               Smax4.exe :  8 :   2 : C:\Program Files\Analog Devices\SoundMAX\Smax4.exe
             msseces.exe :  8 :   9 : C:\Program Files\Microsoft Security Client\msseces.exe
       nvraidservice.exe :  8 :   3 : C:\WINDOWS\system32\nvraidservice.exe
                 MOM.exe :  8 :  15 : C:\Program Files\ATI Technologies\ATI.ACE\Core-Static\MOM.exe
               itype.exe :  8 :   5 : C:\Program Files\Microsoft IntelliType Pro\itype.exe
              ctfmon.exe :  8 :   1 : C:\WINDOWS\system32\ctfmon.exe
                 ccc.exe :  8 :  21 : C:\Program Files\ATI Technologies\ATI.ACE\Core-Static\ccc.exe
            unsecapp.exe :  8 :   2 : C:\WINDOWS\system32\wbem\unsecapp.exe
              MCORel.exe :  8 :  10 : G:\MechCommanderOmnitech\MCORel.exe
         msfeedssync.exe :  8 :   2 : C:\WINDOWS\system32\msfeedssync.exe
                  dw.exe :  8 :   2 : G:\MechCommanderOmnitech\dw.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in G:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in G:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in G:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in G:\MechCommanderOmnitech
amstream.dll  - Version 6.05.2600.5512
quartz.dll    - Version 6.05.2600.5933
Ir50_32.dll   - Version R.5.10.15.2.55
dsound.dll    - Version 5.3.2600.5512
dinput.dll    - Version 5.03.2600.5512
d3dim.dll     - Version 5.1.2600.0
ddraw.dll     - Version 5.03.2600.5512
dplayx.dll    - Version 5.03.2600.5512

Sound device 0 (Current) - (HW Mixing Disabled)
==============
Description        : SoundMAX HD Audio
Driver file        : adihdaud.sys
Driver size        : 293,888 bytes
Driver date        : 09:09:06 Tuesday 1/16/2007
Attributes         : Final Release, Private Build
Driver version     : 5.10.01.6110
CERTIFIED          : Yes
EMULDRIVER         : No
CONTINUOUSRATE     : Yes
PRIMARYMONO        : Yes
PRIMARYSTEREO      : Yes
PRIMARY8BIT        : No
PRIMARY16BIT       : Yes
SECONDARYMONO      : Yes
SECONDARYSTEREO    : Yes
SECONDARY8BIT      : No
SECONDARY16BIT     : Yes
MinSecondarySampleRate      : 8000
MaxSecondarySampleRate      : 192000
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 Radeon HD 4870 X2
Driver file        : ati2dvag.dll
Driver size        : 304,640 bytes
Driver date        : 14:42:02 Sunday 12/18/2011
Attributes         : Final Release, Private Build
Driver version     : 6.14.10.7240
Version            : 6.14.10.7240
Hardware ID        : 1002.9441 (Rev 0, Subsys 0x25421002)
Video memory       : 1,196,818,432 bytes (1141 Meg)
Card texture mem   : 1,196,818,432 bytes (1141 Meg)
AGP texture memory : 123,076,608 bytes (117 Meg)
FourCC modes       : YUY2 UYVY YV12 NV12 NV21 AYUV DXT1 DXT2 DXT3 DXT4 DXT5 ATIC ATI1 ATI2 DDES PBSM
Texture formats    : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) Unknown +ALPHA 8 bit Luminance
Z Buffer formats   : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000))
16 bit modes       : 640x480 720x480 720x576 800x600 848x480 1024x768 1152x648 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768
32 bit modes       : 640x480 720x480 720x576 800x600 848x480 1024x768 1152x648 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : No
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : Yes
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -8192,-8192 to 8192,8192
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 Radeon HD 4870 X2
Driver file        : ati2dvag.dll
Driver size        : 304,640 bytes
Driver date        : 14:42:02 Sunday 12/18/2011
Attributes         : Final Release, Private Build
Driver version     : 6.14.10.7240
Version            : 6.14.10.7240
Hardware ID        : 1002.9441 (Rev 0, Subsys 0x25421002)
Video memory       : 1,196,818,432 bytes (1141 Meg)
Card texture mem   : 1,196,818,432 bytes (1141 Meg)
AGP texture memory : 123,076,608 bytes (117 Meg)
FourCC modes       : YUY2 UYVY YV12 NV12 NV21 AYUV DXT1 DXT2 DXT3 DXT4 DXT5 ATIC ATI1 ATI2 DDES PBSM
Texture formats    : 555 1555 4444 565 Bump map DuDv (8,8) Bump map DuDv (8,8) 0888 8888 8 bit Luminance FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) Unknown +ALPHA 8 bit Luminance
Z Buffer formats   : 16 bit Z 16 bit Z 32 bit Z (Z=32 (0xffffff) Stencil=8 (0xff000000))
16 bit modes       : 640x480 720x480 720x576 800x600 848x480 1024x768 1152x648 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768
32 bit modes       : 640x480 720x480 720x576 800x600 848x480 1024x768 1152x648 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768
CERTIFIED          : No
DRAWPRIMITIVES2    : Yes
DRAWPRIMITIVES2EX  : Yes
DRAWPRIMTLVERTEX   : Yes
FLIPINTERVAL       : No
FLIPNOVSYNC        : Yes
NO2DDURING3DSCENE  : No
NONLOCALVIDMEM     : Yes
NOPAGELOCKREQUIRED : Yes
CALIBRATE GAMMA    : No
PRIMARYGAMMA       : Yes
ZBuffer            : 16
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -8192,-8192 to 8192,8192
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


Title: Re: Bug Report Thread.
Post by: Bloody on January 02, 2012, 02:41:07 am
2nd Bug report. MCO crashes if you try to quick load a 2nd time on any mission past the 8 or 9 Carver 5 Campaign.

Inserted txt file of crash report.

Oh and i am using the latest MCO download as above as well.

[attachment deleted by a ninja]
Title: Re: Bug Report Thread.
Post by: Sagan on January 07, 2012, 12:26:09 pm
Have a problem. First timer here on MCO. Downloaded 151 on my machine and started playing. I get no sound what so ever from the game. Has anyone else had this problem yet. If so do you know how to fix it. Also, playing Carver 5 and wondering if the Omen Mech is in this game yet?
Title: Re: Bug Report Thread.
Post by: magic on January 09, 2012, 12:57:47 am
Sagan, thank you for playing MCO.

I had no reports about "no sound" before. Please check: main menu - options - sound.
I dont think Omen is in the game yet.
Title: Re: Bug Report Thread.
Post by: Zarax on January 12, 2012, 12:48:23 am
Windows Vista, unfortunately no error message.

When I try to load or save a file the mission editor crashes to desktop.

Also, very minor: Carver V mission 1 should get +4k RP as not being able to do what the interface asks you imho breaks immersion.
Title: Re: Bug Report Thread.
Post by: magic on January 13, 2012, 12:53:27 am
Windows Vista, unfortunately no error message.

When I try to load or save a file the mission editor crashes to desktop.

Also, very minor: Carver V mission 1 should get +4k RP as not being able to do what the interface asks you imho breaks immersion.

Mission editor has a problem when loading missions created with older versions as first after the editor start.
It can be cheated:

- Create a simple dummy mission and save it.
- When you enter the editor for the first time load your dummy mission (or load my test mission name "p").
- Go to file - load and load any other mission, it should load/save OK.
- Make sure you have .burning.jpg converted to .burning.tga in order to see terrain texture in editor and later in game after save.

Sorry, I dont have time to work on the editor project. I changed MCO memory alloc to the point that the editor wont compile. The same changes must be done in the editor.
Title: Re: Bug Report Thread.
Post by: Zarax on January 18, 2012, 12:36:54 pm
Latest build, bannickburg mission:


Code: [Select]
EXCEPTION : Attempt to read from address 0x0E03D19C in MCOREL! (+0x125880)
Address   : 0x00526880
Location  : MCOREL! (+0x125880)

Call Stack
==========
0x0055AF33 MCOREL! (+0x159F33)             
0x00456B94 MCOREL! (+0x55B94)               
0x00454EA9 MCOREL! (+0x53EA9)               
0x004127CA MCOREL! (+0x117CA)               
0x00412E6F MCOREL! (+0x11E6F)               
0x00429F58 MCOREL! (+0x28F58)               
0x00413166 MCOREL! (+0x12166)               
0x004498BC MCOREL! (+0x488BC)               
0x004037C1 MCOREL! (+0x27C1)               
0x005A9B54 MCOREL! (+0x1A8B54)             

Processor Registers EAX=0x0E03D198 EBX=0x00746620 ECX=0x00000000 EDX=0x00000002 Flags=0x00010202
=================== ESI=0x00000018 EDI=0x03848098 EBP=0x0017E388 ESP=0x0017DD7C   EIP=0x00526880
EIP (0x00526880) 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 (0x0017DD7C) 0BE7E8C8 00000000 0DE9E838 0DE5DA78 C1D3726D 41D3A472 421604E5 3F800000
                 00000000 00000000 C0F47D8C 00000000 3F800000 00000000 3F7C33A0 76D4AA17
                 00000002 0D6513B8 0055F07E 41A21736 4189D5B2 41D38B70 421604E5 3F800000
EDI (0x03848098) E8 80 85 03 01 00 00 00 78 DA E5 0D 00 00 00 00 00 00 FF 00 00 00 00 03 18 81 85 03 01 00 00 00
                 00 DC E5 0D 00 00 00 00 01 00 FF 00 00 00 00 03 E8 80 85 03 01 00 00 00 C4 DC E5 0D 00 00 00 00
EAX (0x0E03D198) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EBX (0x00746620) 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

Machine details
===============
Executable name           : C:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 12:44:48 Saturday 12/17/2011
Command line              :
Current directory         : C:\MechCommanderOmnitech
Current time, date        : 19:35:51 Wednesday 1/18/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Zarax
Machine name              : PC-ZARAX
Processor                 : 2666MHz Intel PIII MMX SSE Model=7, Type=6, Stepping=10 (Four Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 3 cycles 28437MB/s, 8 cycles 10664MB/s, 4 cycles 21328MB/s
Main memory r/w/rw speed  : 11 cycles 7755MB/s, 17 cycles 5018MB/s, 5 cycles 17062MB/s
Video memory r/w/rw speed : 1406 cycles 60MB/s, 29 cycles 2941MB/s, 1361 cycles 62MB/s
AGP memory r/w/rw speed   : 1334 cycles 63MB/s, 29 cycles 2941MB/s, 1383 cycles 61MB/s
Operating system          : Windows (6.0.6002)  Service Pack 2
DirectX version           : 9.04.00.0904
Time since booted         : 160h 18m 26s
Time in game logic        : 0h 13m 22.73s (on frame 56325)
Time app running          : 0h 13m 22.73s
Physical memory           : 4,293,201,920 bytes (4094 Meg)
Available physical memory : 1,410,543,616 bytes (1345 Meg)
Swapfile size             : 4,294,967,295 bytes (0 Meg)
Swapfile available        : 3,834,880,000 bytes (3657 Meg)
Virtual memory            : 2,147,352,576 bytes (2048 Meg)
Available virtual memory  : 1,629,704,192 bytes (1554 Meg)
Amount of stack used      : 12224 bytes
Memory load               : 67%
Desktop video mode        : 1024,768 32bpp
Mode when crash occured   : Windowed 1024x768x32 Refresh=60Hz (ATI Radeon HD 4800 Series        )
Networked Machine         : No
Executable version        : m00064
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
             vVX3000.exe :  8 :   5 : C:\Windows\vVX3000.exe
              daemon.exe :  8 :   2 : C:\Program Files (x86)\DAEMON Tools Lite\daemon.exe
             AvastUI.exe :  8 :  15 : C:\Program Files\Alwil Software\Avast5\AvastUI.exe
             jusched.exe :  8 :   3 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
              wlmail.exe :  8 : 109 : C:\Program Files (x86)\Windows Live\Mail\wlmail.exe
              chrome.exe :  8 :  25 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
            rundll32.exe :  8 :   1 : C:\Windows\SysWOW64\rundll32.exe
              chrome.exe :  8 :  26 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              wlcomm.exe :  8 :  26 : C:\Program Files (x86)\Windows Live\Contacts\wlcomm.exe
              chrome.exe :  8 :  10 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              WinRAR.exe :  8 :   3 : C:\Program Files (x86)\WinRAR\WinRAR.exe
             swriter.exe :  8 :   1 : C:\Program Files (x86)\OpenOffice.org 3\program\swriter.exe
             soffice.exe :  8 :   1 : C:\Program Files (x86)\OpenOffice.org 3\program\soffice.exe
             soffice.bin :  8 :   9 : C:\Program Files (x86)\OpenOffice.org 3\program\soffice.bin
           TSVNCache.exe :  8 :   8 : C:\Program Files (x86)\TortoiseSVN\bin\TSVNCache.exe
              conime.exe :  8 :   1 : C:\Windows\SysWOW64\conime.exe
             msnmsgr.exe :  8 :  55 : C:\Program Files (x86)\Windows Live\Messenger\msnmsgr.exe
             vidalia.exe :  8 :   5 : C:\Users\Zarax\Desktop\Tor Browser\App\vidalia.exe
                 tor.exe :  8 :   1 : C:\Users\Zarax\Desktop\Tor Browser\App\tor.exe
         tbb-firefox.exe :  8 :  24 : C:\Users\Zarax\Desktop\Tor Browser\FirefoxPortable\App\Firefox\tbb-firefox.exe
         EyeballChat.exe :  8 :  58 : C:\Program Files (x86)\Eyeball Networks\Eyeball Chat\EyeballChat.exe
      YahooMessenger.exe :  8 :  44 : C:\Program Files (x86)\Yahoo!\Messenger\YahooMessenger.exe
      YahooMessenger.exe :  8 :   3 : C:\Program Files (x86)\Yahoo!\Messenger\YahooMessenger.exe
            LifeTray.exe :  8 :   3 : C:\Program Files (x86)\Microsoft LifeCam\LifeTray.exe
            LifeEnC2.exe :  8 :  12 : C:\Program Files (x86)\Microsoft LifeCam\LifeEnC2.exe
              chrome.exe :  6 :   6 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Zarax\AppData\Local\Google\Chrome\Application\chrome.exe
              MCORel.exe :  8 :  11 : C:\MechCommanderOmnitech\MCORel.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
amstream.dll  - Version 6.6.6000.16386
quartz.dll    - Version 6.6.6000.16386
Ir50_32.dll   - Version R.5.10.15.2.55
dsound.dll    - Version 6.0.6000.16386
dinput.dll    - Version 6.0.6000.16386
d3dim.dll     - Version 6.0.6001.18000
ddraw.dll     - Version 6.0.6000.16386
dplayx.dll    - Version 6.0.6000.16386

Sound device 0 (Prefered device) (Current) - (HW Mixing Disabled)
==============
Description        : Altoparlanti (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{737a6dbf-33f4-4096-a3fc-a0f744e387de}
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        : Dispositivo digitale di output (HDMI) (Dispositivo High Definition Audio)
Driver file        : {0.0.0.00000000}.{07c8542b-3f83-4d2b-8337-eea419e84bc9}
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 2
==============
Description        : Realtek Digital Output (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{47538a41-cd7f-4991-b668-9a0092977290}
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 Radeon HD 4800 Series       
Driver file        : aticfx32.dll
Driver size        : 689,152 bytes
Driver date        : 04:29:44 Friday 7/8/2011
Attributes         :
Driver version     : 8.17.10.1086
Version            : 8.17.10.1086
Hardware ID        : 1002.9440 (Rev 0, Subsys 0x5021002)
Video memory       : 2,408,148,992 bytes (2297 Meg)
Card texture mem   : 529,506,304 bytes (505 Meg)
AGP texture memory : 1,878,642,688 bytes (1792 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 720x480 720x576 800x600 848x480 1024x768 1280x720 1280x960 1280x1024
32 bit modes       : 640x480 720x480 720x576 800x600 848x480 1024x768 1280x720 1280x960 1280x1024
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: -8192,-8192 to 8192,8192
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 Radeon HD 4800 Series       
Driver file        : aticfx32.dll
Driver size        : 689,152 bytes
Driver date        : 04:29:44 Friday 7/8/2011
Attributes         :
Driver version     : 8.17.10.1086
Version            : 8.17.10.1086
Hardware ID        : 1002.9440 (Rev 0, Subsys 0x5021002)
Video memory       : 2,408,148,992 bytes (2297 Meg)
Card texture mem   : 529,506,304 bytes (505 Meg)
AGP texture memory : 1,878,642,688 bytes (1792 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 720x480 720x576 800x600 848x480 1024x768 1280x720 1280x960 1280x1024
32 bit modes       : 640x480 720x480 720x576 800x600 848x480 1024x768 1280x720 1280x960 1280x1024
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: -8192,-8192 to 8192,8192
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
(http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/code.png) <- Use that button with long error messages, please. --Vader
Title: Re: Bug Report Thread.
Post by: Terlog on January 30, 2012, 08:35:01 am
(http://i32.fastpic.ru/thumb/2012/0130/3a/338fc6f113fa223929adcb2d4b46be3a.jpeg) (http://fastpic.ru/view/32/2012/0130/338fc6f113fa223929adcb2d4b46be3a.jpg.html)
This screenshot is made from version MCO 034 and installed it on top of version MCO 154

(http://i31.fastpic.ru/thumb/2012/0130/89/af4a6679ec487a86c552447ba3adfc89.jpeg) (http://fastpic.ru/view/31/2012/0130/af4a6679ec487a86c552447ba3adfc89.jpg.html)
this is a screenshot from a clean install of version 155
still in version 148 of the kind.
Please Put 148 version again, unnecessarily I  install 148 remained and set the version of 0034 (miraculously found in the network), and over it is inconvenient version of 154
There is one more mistake, the game crashes to the desktop in the company's mission Carven 5 Mt.Cho.Kod mistakes came later.
Sorry for English because I use online translator.
Title: Re: Bug Report Thread.
Post by: Zarax on January 30, 2012, 08:40:55 am
Are you sure you're using the same video options in both versions?
Title: Re: Bug Report Thread.
Post by: Terlog on January 30, 2012, 08:48:00 am
Yes  :nod: . Yes. If necessary, you can make a screenshot. Or explaining the video and post it on YouTube. that would not be a liar..
Title: Re: Bug Report Thread.
Post by: magic on January 31, 2012, 12:37:54 am
Hey Terlog,

You are correct. This was a problem in version 154.
Something I changed caused overlay textures to load incorrectly.

That was fixed in version 155, thats why I uploaded 155 and remover 154.

Is that screenshot from 154 or 155?
Title: Re: Bug Report Thread.
Post by: Terlog on January 31, 2012, 03:13:48 am
Hey Magic
(http://i29.fastpic.ru/thumb/2012/0131/04/6804671cad43c3d73f3623966c77e904.jpeg) (http://fastpic.ru/view/29/2012/0131/6804671cad43c3d73f3623966c77e904.jpg.html)
the error occurs and I have to release 155. here's a screenshot of MW2Merc mission Vanaria. version 155 installed in the new directory.
It seems to me (although I could be wrong) when building new versions, after 148 (151 and 152, I did not download) the file was lost texture, which is responsible for this species. as if to put versions 154, or 155 on top of version 034 (as I wrote earlier), then this kind of not.

I have computer in Win7x64 prof,4Gb memory, video asus en550Ti version draiver 285.62.
Title: Re: Bug Report Thread.
Post by: magic on February 01, 2012, 12:46:05 am
Data corruption. Sorry, I did some changes in memory alloc for textures and overlays. Technically I did not do anything wrong and it works but that didnt go well with all those txm files the mission creates (and dont delete after) in textures folder...

Uploading ver 156, problem solved.
Title: Re: Bug Report Thread.
Post by: Grinnin on February 12, 2012, 01:36:16 am
hello, good sir  :) I'm very interested in ur work, however i cannot try it... all ingame menus are moved behind right corner of the screen, navigation is impossible  :( I'm able to access options, but changin resolution gives nothing. and vanilla MC2 works perfect at the same time... System is Win7, video Geforce and screen res is 1680*1050

[attachment deleted by a ninja]
Title: Re: Bug Report Thread.
Post by: Ma.Din on February 12, 2012, 07:11:32 pm
hello, good sir  :) I'm very interested in ur work, however i cannot try it... all ingame menus are moved behind right corner of the screen, navigation is impossible  :( I'm able to access options, but changin resolution gives nothing. and vanilla MC2 works perfect at the same time... System is Win7, video Geforce and screen res is 1680*1050


Have you tried lowering the resolution to the standard 800x600? I know that sounds ****ty, but if it works you can change the screen resolution, in-game, reset your resolution and it should work.
Title: Re: Bug Report Thread.
Post by: Grinnin on February 13, 2012, 12:10:45 am
thanks for advice  :) but for now problem solved by switching to windowed mode while in the menu between missions - the missions itself works perfect in fullscreen and native resolution :)
Title: Re: Bug Report Thread.
Post by: drshew on February 20, 2012, 11:33:17 am
I keep getting this error when i finish a mission on the carter V campaign

STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x26b1f68
Address   : 0x67745C61


any ideas on how to fix this?

Title: Re: Bug Report Thread.
Post by: Ma.Din on February 20, 2012, 11:47:53 am
I keep getting this error when i finish a mission on the carter V campaign

STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x26b1f68
Address   : 0x67745C61


any ideas on how to fix this?


Um, it would help if you told us what mission it was.  ;)
Title: Re: Bug Report Thread.
Post by: drshew on February 20, 2012, 12:04:09 pm
Sorry its both of these 2 missions  Base Aries and Sector Occupation Garrison

I complete them and at the salvage screen the game crashes and got the above error that i posted in my last post

Title: Re: Bug Report Thread.
Post by: Ma.Din on February 20, 2012, 12:26:01 pm
Sorry its both of these 2 missions  Base Aries and Sector Occupation Garrison

I complete them and at the salvage screen the game crashes and got the above error that i posted in my last post


Okay, I'll let magic know. That's a memory leak. Is it the Vanilla Carver V or the MCO one?
Title: Re: Bug Report Thread.
Post by: drshew on February 20, 2012, 12:49:39 pm
its the "carver V Campaign"  i think its the omnitech one as the resource points in missions are low.   
is this error just for this campaign or a game wide bug?

Title: Re: Bug Report Thread.
Post by: Ma.Din on February 20, 2012, 02:20:55 pm
its the "carver V Campaign"  i think its the omnitech one as the resource points in missions are low.   
is this error just for this campaign or a game wide bug?

More than likely just a FIT error, but I'm not the coder, so I couldn't tell you.  :p
Title: Re: Bug Report Thread.
Post by: drshew on February 20, 2012, 03:12:57 pm
what is a "FIT" error?

Title: Re: Bug Report Thread.
Post by: Ma.Din on February 20, 2012, 03:19:14 pm
Purchase Files.
Title: Re: Bug Report Thread.
Post by: magic on February 21, 2012, 01:24:10 am
In Carver campaign resources are 10 times lower then in the original. Just to add some challenge.

Mission files are changed, resource points divided by 10. 
Title: Re: Bug Report Thread.
Post by: Zarax on February 21, 2012, 01:54:32 am
once I'll be done with concepts and master tabled I'll take a look at mission and purchase files, especially in the first missions you cannot do ordered actions as you don't have the RPs for it.
Title: Re: Bug Report Thread.
Post by: Black_Knight on April 01, 2012, 06:35:02 pm
Just thought I would add here as well.  I just installed this mod from a scratch Windows 7 64 bit install.  I have a Geforce GTX 560 Ti with 295.73 drivers.  I am trying to run the game, but I am having the EXACT same issue as Grinnin is experiencing with the menu being off to the right and not readable.  I had to guess which one changed the in-game options.  I tried changing all the in game options, and even tweaked the shortcut for compatibility modes and admin mode.  I cannot run in windowed mode, for some reason however. 

Game will not launch, since everything is off to the way right and not viewable. 
Title: Re: Bug Report Thread.
Post by: magic on April 03, 2012, 12:45:37 am
Black_Knight,

what is your desktop resolution?

The game support wide resolutions:
-1366x768,
-1440x900,
-1680x1050,
-1920x1080,
-1920x1200.

There are 3 logistics resolutions supported:
-800x600,
-1024x768 and
-1440x900.

The game will try to use the one which is closest to your desktop resolution.
For some reason it does not calculate right.

My plan is to make all screens resolution independent.
Already done for mission gui (not released).

Thank you for playing.
Title: Re: Bug Report Thread.
Post by: Black_Knight on April 04, 2012, 10:10:38 am
Thanks for the reply...

My desktop resolution is sitting at 1920x1200.

The menu and logistics screens get pushed off to the right, as I said, but I should have added that certain clickable menu items, like Options, pop up in the middle of the screen properly.  However, they do not display everything either.  When I get into the tech display options (the one where it shows the info on everything in the game) it will not scroll down.  It only shows what is initially displayed and I am forced to close the game.

Will try those resolutions later, and maybe even on my laptop with its native 1440x900 resolution...
Title: Re: Bug Report Thread.
Post by: Highlander on April 10, 2012, 12:19:41 pm
1.56
I have the same resolution problems as the others.
For Carver V, mission Sector Garrison (the one with Men Shens), infantry cannot be targeted by me, and that mission crashes with the "Attempted to free invalid memory, or memory corrupted " while playing, reloading and after the mission while loading the promotion page. Managed to get past by rekloading but I'm getting the same problems for the Bandit Base mission.
For Mercenaries 2, the mission where I have to escort 2 rebel APCs to the prison, this is the one where you pilot a Stalker in the MW2 game, the APCs reach the prison and remain there stuck, couldn't complete this.

Coudln't you give unlimited or more components for mission? Having only one per item is really troublesome, though I can respawn more by going back to the previous screen.
Title: Re: Bug Report Thread.
Post by: cowboy on April 23, 2012, 02:21:48 pm
Newest version, error in Desert Fox Mission 3. First time:

Code: [Select]
EXCEPTION : Attempt to read from address 0x8018D63C in MCOREL! (+0xB548A)
Address   : 0x004B648A
Location  : MCOREL! (+0xB548A)

Call Stack
==========
0x004B7532 MCOREL! (+0xB6532)               
0x004B9064 MCOREL! (+0xB8064)               
0x004B9E37 MCOREL! (+0xB8E37)               
0x004BB966 MCOREL! (+0xBA966)               
0x0047EFA1 MCOREL! (+0x7DFA1)               
0x004037C1 MCOREL! (+0x27C1)               
0x005A9B54 MCOREL! (+0x1A8B54)             

Processor Registers EAX=0x0018D4E4 EBX=0x0018D630 ECX=0x8018D644 EDX=0x0018D550 Flags=0x00210203
=================== ESI=0x0018D644 EDI=0x07AE26E0 EBP=0x0018D5DC ESP=0x0018D4E0   EIP=0x004B648A
EIP (0x004B648A) D9 41 F8 D9 18 D9 41 FC D9 58 04 D9 01 8B CF D9 58 08 E8 0F CD FF FF D9 00 D9 5D C8 D9 40 04 D9
ESP (0x0018D4E0) 0018D550 44AC08B8 00555127 00000690 42BF8D25 41A00000 00000002 00000002
                 0018E3B0 00000000 3F4E51F8 3A191A9B 44AC08B8 442D387C 3F4D00B9 3A1D46DA
                 44AF0466 4421E26E 3F4EA7A1 3A180B47 44AFF5BE 44134B3C 3F4E022E 1A6E9E82
EDI (0x07AE26E0) 5C 3E 69 00 52 BC 09 00 00 00 70 41 00 00 20 41 00 00 34 41 00 40 9C 45 00 00 A0 40 00 00 A0 40
                 00 00 A0 40 00 00 A0 40 00 00 00 00 00 80 BB 45 02 00 00 00 00 55 FD C4 AB AA 8C 45 DC 28 49 44
ESI (0x0018D644) 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
                 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
EAX (0x0018D4E4) B8 08 AC 44 27 51 55 00 90 06 00 00 25 8D BF 42 00 00 A0 41 02 00 00 00 02 00 00 00 B0 E3 18 00
EBX (0x0018D630) F4 FF 3F C3 55 55 AF 45 00 00 00 00 3D 55 D5 C2 55 55 AF 45 00 00 00 00 00 00 00 00 00 00 00 00
ECX (0x8018D644) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EDX (0x0018D550) 1E 00 00 00 1C 00 00 00 68 D5 18 00 9C 90 56 00 7A 20 CC 23 16 85 F7 3F D4 D5 18 00 16 91 AD 74

Machine details
===============
Executable name           : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 13:44:48 Saturday 12/17/2011
Command line              :
Current directory         : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
Current time, date        : 13:20:33 Monday 4/23/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\program files (x86)\microsoft games\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Joe
Machine name              : MYPC
Processor                 : 2394MHz 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           : 2 cycles 38304MB/s, 3 cycles 25536MB/s, 2 cycles 38304MB/s
Main memory r/w/rw speed  : 10 cycles 7660MB/s, 11 cycles 6964MB/s, 4 cycles 19152MB/s
Video memory r/w/rw speed : 1905 cycles 40MB/s, 137 cycles 559MB/s, 2503 cycles 30MB/s
AGP memory r/w/rw speed   : 1895 cycles 40MB/s, 141 cycles 543MB/s, 2508 cycles 30MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 114h 1m 23s
Time in game logic        : 0h 41m 12.89s (on frame 675158)
Time app running          : 0h 41m 12.89s
Physical memory           : 4,137,803,776 bytes (3946 Meg)
Available physical memory : 2,422,571,008 bytes (2310 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  : 1,637,703,680 bytes (1562 Meg)
Amount of stack used      : 14456 bytes
Memory load               : 41%
Desktop video mode        : 1680,1050 32bpp
Mode when crash occured   : Windowed 1680x1050x32 Refresh=60Hz (ATI Mobility Radeon HD 545v)
Networked Machine         : No
Executable version        : m00064
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
             CLMLSvc.exe :  8 :   6 : C:\Program Files (x86)\CyberLink\Power2Go\CLMLSvc.exe
           PDVD8Serv.exe :  8 :   3 : C:\Program Files (x86)\CyberLink\PowerDVD8\PDVD8Serv.exe
                 brs.exe :  8 :   1 : C:\Program Files (x86)\CyberLink\Shared files\brs.exe
            concentr.exe :  8 :   5 : C:\Program Files (x86)\Citrix\ICA Client\concentr.exe
            AdobeARM.exe :  8 :   5 : C:\Program Files (x86)\Common Files\Adobe\ARM\1.0\AdobeARM.exe
        iTunesHelper.exe :  8 :  12 : D:\iTunesHelper.exe
           VCDDaemon.exe :  8 :   3 : C:\Program Files (x86)\Elaborate Bytes\VirtualCloneDrive\VCDDaemon.exe
            wfcrun32.exe :  8 :   8 : C:\Program Files (x86)\Citrix\ICA Client\wfcrun32.exe
             jusched.exe :  8 :   4 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
               EXCEL.EXE :  8 :  10 : C:\Program Files (x86)\Microsoft Office\Office12\EXCEL.EXE
           IELowutil.exe :  6 :   3 : C:\Program Files (x86)\Internet Explorer\IELowutil.exe
             WINWORD.EXE :  8 :   9 : C:\Program Files (x86)\Microsoft Office\Office12\WINWORD.EXE
              chrome.exe :  8 :  24 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              MCORel.exe :  8 :  12 : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
            rundll32.exe :  8 :   8 : C:\Windows\SysWOW64\rundll32.exe
              chrome.exe :  8 :   5 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\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 (Current) - (HW Mixing Disabled)
==============
Description        : Speakers (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{1f39e904-03b7-43db-931c-8a3a63e63f45}
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
32 bit modes       : 640x480 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
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: -8192,-8192 to 8192,8192
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 1440x900 1680x1050
32 bit modes       : 640x480 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 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: -8192,-8192 to 8192,8192
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

Title: Re: Bug Report Thread.
Post by: cowboy on April 23, 2012, 02:22:30 pm
Also, Day of heroes crashes in mission 1 now about 1-2 minutes in. Every time.

Edit: Apparently when loading a quicksave from before the crash, it makes everything work.
Title: Re: Bug Report Thread.
Post by: X3N0-Life-Form on April 24, 2012, 03:17:19 am
You might want to use [ code] [/ code] tags on big log dumps like that.

Code: [Select]
that makes it easier for people to browse the thread, and separates it more clearly from the rest of you message.
















And it is recommended to edit your previous post if have something to add within the next few minutes and no one has answered.
Title: Re: Bug Report Thread.
Post by: cowboy on April 24, 2012, 03:28:57 pm
thx
Title: Re: Bug Report Thread.
Post by: tommybee on May 03, 2012, 01:27:52 pm
Hello!

Can I start by saying thanks to anyone even remotely responsible for not only making this game playable, but also making it so much better than it was before. I love the massive variety of Mechs available to kit out and destroy shtuff with!

However it is sad for me because I get quite a lot of crashes when playing this game, especially at the moment. I am stuck on a mission called Facility Assault: Legion. Where you have to kill some big tanks and then take out the factories that build them...... whenever I do a quick load to try and get back to a spot where I am not dead I get this crash out to windows:
Code: [Select]
STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x9f4be38


STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x9f4be38
Address   : 0x63617768

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0018B914 ESP=0x0018B3C4   EIP=0x63617768
EIP (0x63617768) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0018B3C4) 0018B404 09FC7A18 0A007640 09F4BE38 00000014 0018B404 745CFF5D 0018B428
                 0018C484 0018B924 00000200 00000070 0AF38A30 00000100 00000064 155DACA8
                 00010000 0000027E 19B79920 0018B428 0000005B 0018B428 0018C5AC 0069A3D8

Machine details
===============
Executable name           : C:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 17:35:44 Tuesday 1/31/2012
Command line              :
Current directory         : C:\MechCommanderOmnitech
Current time, date        : 19:05:01 Wednesday 5/2/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Tommy Pickles
Machine name              : TOMMYPICKLES-PC
Processor                 : 2400MHz Intel Unknown (0x6f0) MMX SSE Model=15, Type=6, Stepping=11 (Four Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 2 cycles 38400MB/s, 5 cycles 15360MB/s, 3 cycles 25600MB/s
Main memory r/w/rw speed  : 8 cycles 9600MB/s, 13 cycles 5907MB/s, 3 cycles 25600MB/s
Video memory r/w/rw speed : 22 cycles 3490MB/s, 28 cycles 2742MB/s, 62 cycles 1238MB/s
AGP memory r/w/rw speed   : 22 cycles 3490MB/s, 28 cycles 2742MB/s, 70 cycles 1097MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 0h 6m 19s
Time in game logic        : 0h 4m 19.33s (on frame 11398)
Time app running          : 0h 4m 19.33s
Physical memory           : 4,293,439,488 bytes (4095 Meg)
Available physical memory : 2,810,540,032 bytes (2680 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  : 1,610,346,496 bytes (1536 Meg)
Amount of stack used      : 19620 bytes
Memory load               : 34%
Desktop video mode        : 1920,1200 16bpp
Mode when crash occured   : Full Screen 1920x1200x16 Refresh=60Hz (NVIDIA GeForce GTX 260)
Networked Machine         : No
Executable version        : m00152
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
            rundll32.exe :  8 :  20 : C:\Windows\SysWOW64\rundll32.exe
             jusched.exe :  8 :   1 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
           realsched.exe :  8 :   6 : C:\Program Files (x86)\Real\RealPlayer\Update\realsched.exe
              MCORel.exe :  8 :  11 : C:\MechCommanderOmnitech\MCORel.exe
        GoogleUpdate.exe :  4 :   7 : C:\Users\Tommy Pickles\AppData\Local\Google\Update\GoogleUpdate.exe
        GoogleUpdate.exe :  8 :   8 : C:\Users\Tommy Pickles\AppData\Local\Google\Update\GoogleUpdate.exe
      chrome_updater.exe :  8 :   1 : C:\Users\Tommy Pickles\AppData\Local\Google\Update\Install\{23ECBBC9-718F-4D5F-8037-6EF9083471A3}\chrome_updater.exe
               setup.exe :  8 :   1 : C:\Users\TOMMYP~1\AppData\Local\Temp\CR_38A50.tmp\setup.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\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 (SB X-Fi Xtreme Audio)
Driver file        : {0.0.0.00000000}.{25053f09-69f6-4ada-8cd8-8cb52e6b649b}
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        : Digital Audio (S/PDIF) (High Definition Audio Device)
Driver file        : {0.0.0.00000000}.{0e7421e8-bb4c-4204-a6ee-61340f948e36}
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 2
==============
Description        : Digital Audio Interface (SB X-Fi Xtreme Audio)
Driver file        : {0.0.0.00000000}.{7f32b601-62fc-4c19-914e-4b316a9d90bb}
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 3
==============
Description        : Headphones (High Definition Audio Device)
Driver file        : {0.0.0.00000000}.{af28e363-7c63-4070-8cfd-342719aa64fa}
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        : NVIDIA GeForce GTX 260
Driver file        : nvd3dum.dll
Driver size        : 15,009,600 bytes
Driver date        : 22:43:00 Thursday 2/9/2012
Attributes         : Final Release, Private Build
Driver version     : 8.17.12.9573
Version            : 8.17.12.9573
Hardware ID        : 10DE.05E2 (Rev 161, Subsys 0x58510de)
Video memory       : 2,798,278,656 bytes (2669 Meg)
Card texture mem   : 919,994,368 bytes (877 Meg)
AGP texture memory : 1,878,284,288 bytes (1791 Meg)
FourCC modes       : NV12 NV24 YV12 UYVY YUY2 AI44 AI88 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC
Texture formats    : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats   : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1600x1200
32 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1600x1200
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 24
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -100000000,-100000000 to 100000000,100000000
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        : 8
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 : Yes
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : Yes
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : Yes
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

Video device 1
==============
Description        : NVIDIA GeForce GTX 260
Driver file        : nvd3dum.dll
Driver size        : 15,009,600 bytes
Driver date        : 22:43:00 Thursday 2/9/2012
Attributes         : Final Release, Private Build
Driver version     : 8.17.12.9573
Version            : 8.17.12.9573
Hardware ID        : 10DE.05E2 (Rev 161, Subsys 0x58510de)
Video memory       : 2,798,278,656 bytes (2669 Meg)
Card texture mem   : 919,994,368 bytes (877 Meg)
AGP texture memory : 1,878,284,288 bytes (1791 Meg)
FourCC modes       : NV12 NV24 YV12 UYVY YUY2 AI44 AI88 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC
Texture formats    : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats   : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes       : 1920x1200 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024
32 bit modes       : 1920x1200 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024
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 24
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -100000000,-100000000 to 100000000,100000000
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        : 8
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 : Yes
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : Yes
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : Yes
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

The other thing I would say is that I don't seem to be given the full list of options for screen resolutions. The maximum selectable resolution I get is 1680x1024. The game seems to also take a long time to load up? Not sure why. Any help would be greatly appreciated. I just want to get back to making more splosions :)
Title: Re: Bug Report Thread.
Post by: magic on May 04, 2012, 06:43:39 am
Thank you for playing.

Quicksave/quickload is not working correctly. Try to play the mission without quick load and it should be OK.

You dont have to select resolution, the game will select the one closest to your desktop resolution.
Title: Re: Bug Report Thread.
Post by: SpardaSon21 on May 04, 2012, 12:46:12 pm
Have you considered changing that and just letting people choose their preferred resolutions?
Title: Re: Bug Report Thread.
Post by: cowboy on May 06, 2012, 04:12:14 pm
Have you considered changing that and just letting people choose their preferred resolutions?

Which would be nice since mine is stuck in 1024x768, even though there is support for 1366x768
Title: Re: Bug Report Thread.
Post by: Hypnos on May 14, 2012, 07:24:04 am
Broken Carver 5 mission, after playing several times I find that the mission to rescue Claymore breaks the game every time. Once you complete the mission the game will crash on exit (every time) and no new pilots (except Payback and Nuke oddly) are recruited.

I think it must have some corruption in the mission file? It breaks the game every time.
Title: Re: Bug Report Thread.
Post by: cowboy on May 14, 2012, 11:16:13 am
Broken Carver 5 mission, after playing several times I find that the mission to rescue Claymore breaks the game every time. Once you complete the mission the game will crash on exit (every time) and no new pilots (except Payback and Nuke oddly) are recruited.

I think it must have some corruption in the mission file? It breaks the game every time.

Which Carver 5 campaign?
Title: Re: Bug Report Thread.
Post by: Hypnos on May 14, 2012, 09:15:47 pm
Right now it is Carver 5 (the re-vamp) not the Carver V Campaign (original) version. I just did a full clean install to a new directory and am working my way up to that mission, I did figure out something with the pilots. Nuke and Payback are in the Purchase files for the campaign but Rooster, Ghost, and Claymore are not (they are just in the bonus files) when I get to the Claymore mission I will post a follow up.
Title: Re: Bug Report Thread.
Post by: Hypnos on May 14, 2012, 11:04:20 pm
Yeah, got Claymore and still crashing. No Pilot (Claymore) in selection screen after mission but I finished the mission (the mech is in inventory)

Code: [Select]
STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0x6853048
Address   : 0x72615C61

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0018FCEC ESP=0x0018F79C   EIP=0x72615C61
EIP (0x72615C61) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0018F79C) 0018F7DC 0A6B7A18 0A3F87D0 06853048 00000014 0018F848 00000001 00000000
                 00950000 0018FCFC 00000200 00000070 02A91AB8 00000100 00000064 193CD470
                 00010000 0000027E 103131F0 0E3D7808 0018F804 022A000E 6CA9212B 0E176348

Machine details
===============
Executable name           : C:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 17:35:44 Tuesday 1/31/2012
Command line              :
Current directory         : C:\MechCommanderOmnitech
Current time, date        : 23:02:09 Monday 5/14/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Jamison-Game
Machine name              : JAMISON-GAME-PC
Processor                 : 2653MHz Intel Unknown (0x6a0) MMX SSE Model=10, Type=6, Stepping=5 (8 Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 2 cycles 42448MB/s, 4 cycles 21224MB/s, 2 cycles 42448MB/s
Main memory r/w/rw speed  : 6 cycles 14149MB/s, 10 cycles 8489MB/s, 5 cycles 16979MB/s
Video memory r/w/rw speed : 169 cycles 502MB/s, 62 cycles 1369MB/s, 332 cycles 255MB/s
AGP memory r/w/rw speed   : 168 cycles 505MB/s, 62 cycles 1369MB/s, 332 cycles 255MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 10h 31m 8s
Time in game logic        : 0h 28m 13.39s (on frame 99842)
Time app running          : 0h 28m 13.39s
Physical memory           : 4,294,967,295 bytes (0 Meg)
Available physical memory : 4,008,423,424 bytes (3823 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  : 1,724,780,544 bytes (1645 Meg)
Amount of stack used      : 2252 bytes
Memory load               : 37%
Desktop video mode        : 1920,1080 32bpp
Mode when crash occured   : Full Screen 1440x900x32 Refresh=60Hz (NVIDIA GeForce GTX 275)
Networked Machine         : No
Executable version        : m00152
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
               steam.exe :  8 :  42 : C:\Program Files (x86)\Steam\steam.exe
      iCloudServices.exe :  8 :   5 : C:\Program Files (x86)\Common Files\Apple\Internet Services\iCloudServices.exe
   ApplePhotoStreams.exe :  8 :  19 : C:\Program Files (x86)\Common Files\Apple\Internet Services\ApplePhotoStreams.exe
  BookmarkDAV_client.exe :  8 :  13 : C:\Program Files (x86)\Common Files\Apple\Internet Services\BookmarkDAV_client.exe
                 ubd.exe :  8 :  18 : C:\Program Files (x86)\Common Files\Apple\Internet Services\ubd.exe
     googledrivesync.exe :  8 :   1 : C:\Program Files (x86)\Google\Drive\googledrivesync.exe
           distnoted.exe :  8 :   2 : C:\Program Files (x86)\Common Files\Apple\Apple Application Support\distnoted.exe
          IAStorIcon.exe :  8 :  12 : C:\Program Files (x86)\Intel\Intel(R) Rapid Storage Technology\IAStorIcon.exe
  GoogleCrashHandler.exe :  4 :   3 : C:\Users\Jamison-Game\AppData\Local\Google\Update\1.3.21.111\GoogleCrashHandler.exe
            razerhid.exe :  8 :   4 : C:\Program Files (x86)\Razer\Krait\razerhid.exe
            n52teHid.exe :  8 :   4 : C:\Program Files (x86)\n52te\n52teHid.exe
           APSDaemon.exe :  8 :  11 : C:\Program Files (x86)\Common Files\Apple\Apple Application Support\APSDaemon.exe
              SSMMgr.exe :  8 :   5 : C:\Windows\Samsung\PanelMgr\SSMMgr.exe
              pwsafe.exe :  8 :   3 : C:\Program Files (x86)\Password Safe\pwsafe.exe
        iTunesHelper.exe :  8 :  10 : C:\Program Files (x86)\iTunes\iTunesHelper.exe
             jusched.exe :  8 :   5 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
            n52teTra.exe :  8 :   1 : C:\Program Files (x86)\n52te\n52teTra.exe
            razertra.exe :  8 :   1 : C:\Program Files (x86)\Razer\Krait\razertra.exe
     googledrivesync.exe :  8 :  18 : C:\Program Files (x86)\Google\Drive\googledrivesync.exe
            razerofa.exe :  8 :   1 : C:\Program Files (x86)\Razer\Krait\razerofa.exe
     TurbineLauncher.exe :  8 :  20 : S:\LOTRO\TurbineLauncher.exe
              pwsafe.exe :  8 :   3 : C:\Program Files (x86)\Password Safe\pwsafe.exe
              pwsafe.exe :  8 :   3 : C:\Program Files (x86)\Password Safe\pwsafe.exe
              chrome.exe :  8 :  25 : C:\Users\Jamison-Game\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Jamison-Game\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Jamison-Game\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Jamison-Game\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Jamison-Game\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Jamison-Game\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Jamison-Game\AppData\Local\Google\Chrome\Application\chrome.exe
              MCORel.exe :  8 :  11 : C:\MechCommanderOmnitech\MCORel.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\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

Input devices
=============
Virtual Hid Device
Buttons  24
Axis     7
Sliders  0
POV hats 1

Sound device 0 (Prefered device) (Current) - (HW Mixing Disabled)
==============
Description        : Speakers (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{29e86e75-78e5-4ae7-882a-b91cf37a08fe}
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        : Realtek HDMI Output (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{9409049c-db0c-4b00-8888-143a088c4717}
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 2
==============
Description        : Realtek Digital Output (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{e096747f-100d-4ed6-8a83-7d7265bf78b6}
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        : NVIDIA GeForce GTX 275
Driver file        : nvd3dum.dll
Driver size        : 15,009,600 bytes
Driver date        : 10:47:37 Monday 5/14/2012
Attributes         : Final Release, Private Build
Driver version     : 8.17.12.9610
Version            : 8.17.12.9610
Hardware ID        : 10DE.05E6 (Rev 161, Subsys 0x11713842)
Video memory       : 3,863,947,264 bytes (3685 Meg)
Card texture mem   : 915,800,064 bytes (873 Meg)
AGP texture memory : 2,948,147,200 bytes (2812 Meg)
FourCC modes       : NV12 NV24 YV12 UYVY YUY2 AI44 AI88 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC
Texture formats    : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats   : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1600x1200
32 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1600x1200
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 24
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -100000000,-100000000 to 100000000,100000000
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        : 8
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 : Yes
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : Yes
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : Yes
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

Video device 1
==============
Description        : NVIDIA GeForce GTX 275
Driver file        : nvd3dum.dll
Driver size        : 15,009,600 bytes
Driver date        : 10:47:37 Monday 5/14/2012
Attributes         : Final Release, Private Build
Driver version     : 8.17.12.9610
Version            : 8.17.12.9610
Hardware ID        : 10DE.05E6 (Rev 161, Subsys 0x11713842)
Video memory       : 3,863,947,264 bytes (3685 Meg)
Card texture mem   : 915,800,064 bytes (873 Meg)
AGP texture memory : 2,948,147,200 bytes (2812 Meg)
FourCC modes       : NV12 NV24 YV12 UYVY YUY2 AI44 AI88 AYUV AIP8 AV12 PLFF NVMD NVDP NVDB SSAA ATOC
Texture formats    : 555 1555 4444 565 0888 8888 Bump map DuDv (8,8) Bump map DuDv (8,8) FourCC (1TXD) FourCC (2TXD) FourCC (3TXD) FourCC (4TXD) FourCC (5TXD) FourCC (SCVN) FourCC (UHVN) FourCC (SHVN)
Z Buffer formats   : 16 bit Z 32 bit Z (Z=32 (0xffffff00) Stencil=8 (0xff)) (Z=32 (0xffffff) Stencil=8 (0xff000000)) 32 bit Z 24 bit Z
16 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1600x1200
32 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1600x1200
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 24
Render Depth       : 16 32
Texture Size       : 1x1 to 8192x8192
Maximum u,v coords : 8192.0
Guard Band Clipping: -100000000,-100000000 to 100000000,100000000
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        : 8
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 : Yes
FOGTABLE           : Yes
FOGVERTEX          : Yes
FOGRANGE           : Yes
WFOG               : Yes
WBUFFER            : No
MIPMAPLODBIAS      : Yes
WBUFFER            : No
ZBUFFERLESSHSR     : No
MIPNEAREST         : Yes
LINEARMIPLINEAR    : Yes
DONOTSTRIPELEMENTS : Yes
TEXTURE CLAMP      : Yes
TEXTURE BORDER     : Yes
TEXTURE MIRROR     : Yes
ALPHAGOURAUDBLEND  : Yes
SQUAREONLY         : No
COLORFLATMONO      : Yes
COLORGOURAUDMONO   : Yes
COLORFLATRGB       : Yes
COLORGOURAUDRGB    : Yes
SPECULARFLATRGB    : Yes
SPECULARGOURAUDRGB : No

Title: Re: Bug Report Thread.
Post by: LionZoo on May 23, 2012, 10:23:27 am
Have played about 5 missions of the Volstand campaign and currently there's a ton of mechs in the missions that don't power up.  Basically, they're shut down even if you shoot at them.  Most of them are near captureable objects.  Is this supposed to be this way?
Title: Re: Bug Report Thread.
Post by: magic on May 24, 2012, 06:18:47 am
Please note that all those additional campaigns are mostly automatically changed for MCO. They use old brains. MCO is compatible with the old AI and has much improved AI. However changing all those brains require redesign of all those campaigns and all of the brains.

Sorry but I really dont have time to do it. This partially goes for Carver campaign though.
All those campaigns are provided as is.
Title: Re: Bug Report Thread.
Post by: cowboy on May 25, 2012, 01:10:51 pm
On Nova Starport mission of Day of Heroes campaign, crashes no more than 90 seconds into the mission each time.

I have to ask: why did you change the brain files? I think the old ones were so much easier to use and not so "dumb". Now I have to coax my mechs to go where I want, whereas before they did so much more quickly and intuitively.

Code: [Select]

EXCEPTION : Attempt to read from address 0x00000004 in MCOREL! (+0xC3F3)
Address   : 0x0040D3F3
Location  : MCOREL! (+0xC3F3)

Call Stack
==========
0x0040EB76 MCOREL! (+0xDB76)               
0x004480B2 MCOREL! (+0x470B2)               
0x0047C129 MCOREL! (+0x7B129)               
0x0047DA0E MCOREL! (+0x7CA0E)               
0x00402EEF MCOREL! (+0x1EEF)               
0x005A97FF MCOREL! (+0x1A87FF)             

Processor Registers EAX=0x0368A638 EBX=0x0000003F ECX=0x00000000 EDX=0x00000000 Flags=0x00010202
=================== ESI=0x16B61BD8 EDI=0xFF7F7F7F EBP=0x0018FC54 ESP=0x0018FC54   EIP=0x0040D3F3
EIP (0x0040D3F3) 8B 49 04 33 C0 38 84 CA 20 A3 6D 00 0F 94 C0 5D C2 04 00 CC CC CC CC CC CC CC CC CC CC 55 8B EC
ESP (0x0018FC54) 0018FD74 0040EB76 0368A638 00000628 0A89D860 42340000 3F800000 6964654D
                 57206D75 006C6C61 00000000 00000000 00000000 00000000 00000000 00000000
                 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
EDI (0xFF7F7F7F) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
                 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESI (0x16B61BD8) 64 9B 68 00 10 00 00 00 8A 01 00 00 90 3D 01 00 41 00 00 00 A1 00 00 00 07 00 E0 43 A9 AA E2 44
                 00 00 00 00 6B 00 A0 00 E1 0D 00 00 57 20 00 00 00 00 00 FF 00 00 A0 41 00 00 00 00 38 A3 EF 0F
EAX (0x0368A638) 0C 0E 69 00 00 00 00 00 08 00 00 00 01 00 00 00 B9 00 00 00 BA 00 00 00 BB 00 00 00 BC 00 00 00

Machine details
===============
Executable name           : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 13:44:48 Saturday 12/17/2011
Command line              :
Current directory         : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
Current time, date        : 12:07:15 Friday 5/25/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\program files (x86)\microsoft games\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Joe
Machine name              : MYPC
Processor                 : 2394MHz 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           : 2 cycles 38304MB/s, 3 cycles 25536MB/s, 2 cycles 38304MB/s
Main memory r/w/rw speed  : 8 cycles 9576MB/s, 12 cycles 6384MB/s, 4 cycles 19152MB/s
Video memory r/w/rw speed : 1946 cycles 39MB/s, 141 cycles 543MB/s, 2495 cycles 30MB/s
AGP memory r/w/rw speed   : 1896 cycles 40MB/s, 141 cycles 543MB/s, 2521 cycles 30MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 541h 40m 2s
Time in game logic        : 0h 33m 16.42s (on frame 370896548)
Time app running          : 0h 33m 16.42s
Physical memory           : 4,137,803,776 bytes (3946 Meg)
Available physical memory : 2,175,414,272 bytes (2075 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  : 1,656,668,160 bytes (1580 Meg)
Amount of stack used      : 4356 bytes
Memory load               : 47%
Desktop video mode        : 1680,1050 32bpp
Mode when crash occured   : Windowed 1680x1050x32 Refresh=60Hz (ATI Mobility Radeon HD 545v)
Networked Machine         : No
Executable version        : m00064
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
             CLMLSvc.exe :  8 :   6 : C:\Program Files (x86)\CyberLink\Power2Go\CLMLSvc.exe
           PDVD8Serv.exe :  8 :   3 : C:\Program Files (x86)\CyberLink\PowerDVD8\PDVD8Serv.exe
                 brs.exe :  8 :   1 : C:\Program Files (x86)\CyberLink\Shared files\brs.exe
            concentr.exe :  8 :   5 : C:\Program Files (x86)\Citrix\ICA Client\concentr.exe
            AdobeARM.exe :  8 :   6 : C:\Program Files (x86)\Common Files\Adobe\ARM\1.0\AdobeARM.exe
        iTunesHelper.exe :  8 :  12 : D:\iTunesHelper.exe
           VCDDaemon.exe :  8 :   3 : C:\Program Files (x86)\Elaborate Bytes\VirtualCloneDrive\VCDDaemon.exe
            wfcrun32.exe :  8 :   9 : C:\Program Files (x86)\Citrix\ICA Client\wfcrun32.exe
           IELowutil.exe :  6 :   3 : C:\Program Files (x86)\Internet Explorer\IELowutil.exe
             Spotify.exe :  8 :  49 : C:\Users\Joe\AppData\Roaming\Spotify\Spotify.exe
                java.exe :  8 :  30 : C:\Program Files (x86)\Java\jre7\bin\java.exe
                java.exe :  8 :  31 : C:\Program Files (x86)\Java\jre7\bin\java.exe
               EXCEL.EXE :  8 :  10 : C:\Program Files (x86)\Microsoft Office\Office12\EXCEL.EXE
             WINWORD.EXE :  8 :   9 : C:\Program Files (x86)\Microsoft Office\Office12\WINWORD.EXE
              chrome.exe :  8 :  26 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :  10 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
            rundll32.exe :  8 :   7 : C:\Windows\SysWOW64\rundll32.exe
              chrome.exe :  8 :  11 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              MCORel.exe :  8 :  12 : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\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 (Current) - (HW Mixing Disabled)
==============
Description        : Speakers (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{1f39e904-03b7-43db-931c-8a3a63e63f45}
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
32 bit modes       : 640x480 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
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: -8192,-8192 to 8192,8192
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 1440x900 1680x1050
32 bit modes       : 640x480 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 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: -8192,-8192 to 8192,8192
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
Title: Re: Bug Report Thread.
Post by: magic on May 28, 2012, 02:50:35 am
Are you referring to player controlled mechs or AI. I changed very little for player controlled mech brains.

For the AI those campaigns are designed for different system and some of them wont work good in MCO.
Title: Re: Bug Report Thread.
Post by: cowboy on May 29, 2012, 12:55:56 pm
Magic- both.

Previously, player brains took more direct paths and turned instantly/responded instantly to orders, and were able to move no matter what. Enemies seem better though (harder).

Now, player mechs sometimes decide to take a path that adds a ton of extra distance, even when all the other player mechs follow a logical route. In addition, the time it now takes for them to turn or respond often causes critical damage. Finally, when I order my units to the edge of water, often many of them don't move. I think this is due to a minimum required space calculation for the given formation. Like there are required "spots" and when there aren't enough, they just don't move at all. I have to manually move those units, which again costs valuable mission time/causes them to take more damage.
Title: Re: Bug Report Thread.
Post by: magic on May 30, 2012, 04:27:22 am
You are correct, this is because formations calculate the position from the destination position of the lead unit.
Will add to my todo list to fix this, thank you.

Formation works only for players mechs.
Title: Re: Bug Report Thread.
Post by: cowboy on June 11, 2012, 12:02:14 pm
Code: [Select]

EXCEPTION : Attempt to read from address 0x8018D63C in MCOREL! (+0xB548A)
Address   : 0x004B648A
Location  : MCOREL! (+0xB548A)

Call Stack
==========
0x004B7532 MCOREL! (+0xB6532)               
0x004B9064 MCOREL! (+0xB8064)               
0x004B9E37 MCOREL! (+0xB8E37)               
0x004BB966 MCOREL! (+0xBA966)               
0x0047EFA1 MCOREL! (+0x7DFA1)               
0x004037C1 MCOREL! (+0x27C1)               
0x005A9B54 MCOREL! (+0x1A8B54)             

Processor Registers EAX=0x0018D4E4 EBX=0x0018D630 ECX=0x8018D644 EDX=0x0018D550 Flags=0x00010203
=================== ESI=0x0018D644 EDI=0x18C78CC0 EBP=0x0018D5DC ESP=0x0018D4E0   EIP=0x004B648A
EIP (0x004B648A) D9 41 F8 D9 18 D9 41 FC D9 58 04 D9 01 8B CF D9 58 08 E8 0F CD FF FF D9 00 D9 5D C8 D9 40 04 D9
ESP (0x0018D4E0) 0018D550 17377FE0 00555127 3EB29E22 43807470 41A00000 00000002 00000002
                 0018E3B0 00000000 4491824A 44A03C42 4451053A 44BDC76C C23DDF3C 426B3D8A
                 BED460AA 0167B31A 00000690 44CD0888 4453F2FD 3F55EF60 3A03039D 0805C902
EDI (0x18C78CC0) 5C 3E 69 00 98 7D 10 00 00 00 70 41 00 00 20 41 00 00 34 41 00 40 9C 45 00 00 A0 40 00 00 A0 40
                 00 00 A0 40 00 00 A0 40 00 00 00 00 00 80 BB 45 02 00 00 00 00 00 00 00 00 00 96 C2 BC 69 69 00
ESI (0x0018D644) 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
                 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
EAX (0x0018D4E4) E0 7F 37 17 27 51 55 00 22 9E B2 3E 70 74 80 43 00 00 A0 41 02 00 00 00 02 00 00 00 B0 E3 18 00
EBX (0x0018D630) 00 00 24 C5 00 00 1C 45 00 00 00 00 AB AA 1E C5 00 00 1C 45 00 00 00 00 00 00 00 00 00 00 00 00
ECX (0x8018D644) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
EDX (0x0018D550) 1E 00 00 00 1C 00 00 00 68 D5 18 00 9C 90 56 00 FA AF F8 19 2C 7A F5 3F D4 D5 18 00 16 91 47 6B

Machine details
===============
Executable name           : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 13:44:48 Saturday 12/17/2011
Command line              :
Current directory         : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
Current time, date        : 11:01:00 Monday 6/11/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\program files (x86)\microsoft games\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Joe
Machine name              : MYPC
Processor                 : 2394MHz 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           : 4 cycles 19152MB/s, 9 cycles 8512MB/s, 5 cycles 15321MB/s
Main memory r/w/rw speed  : 12 cycles 6384MB/s, 18 cycles 4256MB/s, 8 cycles 9576MB/s
Video memory r/w/rw speed : 2013 cycles 38MB/s, 142 cycles 539MB/s, 2575 cycles 29MB/s
AGP memory r/w/rw speed   : 1874 cycles 40MB/s, 141 cycles 543MB/s, 2499 cycles 30MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 73h 9m 50s
Time in game logic        : 1h 24m 23.07s (on frame 1095741)
Time app running          : 1h 24m 23.07s
Physical memory           : 4,137,803,776 bytes (3946 Meg)
Available physical memory : 2,039,144,448 bytes (1945 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  : 1,621,745,664 bytes (1547 Meg)
Amount of stack used      : 14456 bytes
Memory load               : 50%
Desktop video mode        : 1680,1050 32bpp
Mode when crash occured   : Windowed 1680x1050x32 Refresh=60Hz (ATI Mobility Radeon HD 545v)
Networked Machine         : No
Executable version        : m00064
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
    SpotifyWebHelper.exe :  8 :   4 : C:\Users\Joe\AppData\Roaming\Spotify\Data\SpotifyWebHelper.exe
             CLMLSvc.exe :  8 :   6 : C:\Program Files (x86)\CyberLink\Power2Go\CLMLSvc.exe
           PDVD8Serv.exe :  8 :   3 : C:\Program Files (x86)\CyberLink\PowerDVD8\PDVD8Serv.exe
                 brs.exe :  8 :   1 : C:\Program Files (x86)\CyberLink\Shared files\brs.exe
            concentr.exe :  8 :   5 : C:\Program Files (x86)\Citrix\ICA Client\concentr.exe
            wfcrun32.exe :  8 :   6 : C:\Program Files (x86)\Citrix\ICA Client\wfcrun32.exe
            AdobeARM.exe :  8 :   5 : C:\Program Files (x86)\Common Files\Adobe\ARM\1.0\AdobeARM.exe
        iTunesHelper.exe :  8 :  12 : D:\iTunesHelper.exe
           VCDDaemon.exe :  8 :   3 : C:\Program Files (x86)\Elaborate Bytes\VirtualCloneDrive\VCDDaemon.exe
             jusched.exe :  8 :   8 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
             WINWORD.EXE :  8 :   9 : C:\Program Files (x86)\Microsoft Office\Office12\WINWORD.EXE
           IELowutil.exe :  6 :   3 : C:\Program Files (x86)\Internet Explorer\IELowutil.exe
               MSPUB.EXE :  8 :   5 : C:\Program Files (x86)\Microsoft Office\Office12\MSPUB.EXE
              chrome.exe :  8 :  28 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   7 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :  10 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
            rundll32.exe :  8 :   6 : C:\Windows\SysWOW64\rundll32.exe
              chrome.exe :  8 :  17 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
                saui.exe :  8 :   4 : c:\PROGRA~2\mcafee\SITEAD~1\saui.exe
              chrome.exe :  6 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              MCORel.exe :  8 :  13 : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\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 (Current) - (HW Mixing Disabled)
==============
Description        : Speakers (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{1f39e904-03b7-43db-931c-8a3a63e63f45}
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
32 bit modes       : 640x480 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
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: -8192,-8192 to 8192,8192
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 1440x900 1680x1050
32 bit modes       : 640x480 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 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: -8192,-8192 to 8192,8192
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

Day of Honor, prison rescue mission. Just clicked to command a unit, about 35 minutes into the mission.
Title: Re: Bug Report Thread.
Post by: Haar on July 01, 2012, 07:00:46 pm
I'm not sure if it is a problem with MCO or with MC2, but I have not been able to run either since I got my new machine.  I think it is a problem with running either on Windows 7 b/c they worked fine on Win XP.  Whenever I try to run either program, the spalsh screen comes up on the desktop, the CD drive spins up, the usual black window appears and then the game crashes and never leaves the desktop.  I have tried using the compatibility modes, and deleting the badcard/vidcard files but I get the same result regardless.  I'm hoping someone knows how to fix this, MC2 is one of my favorite games ever.  I am running 64-bit Win7 Home premium on my new Alienware that runs MCG just fine... :banghead:

Set it to run in compatible mode and then select properties of your short cut so it shows the file name and leave a space at the end and add /gosnojoystick      This will enable it to run on your alienware. I just did this today. This is the same fix to run Mechwarrior 4 on an alienware as well. you wont be able to see the full window when you start but alt enter to run it in window mode then you will be able to see the menus, once you set it how you want and go back to non windows mode it will be fine. Good luck.
Title: Re: Bug Report Thread.
Post by: Karl on July 02, 2012, 12:43:52 am
re-posted into the "Problems: Cant get MCO started" thread

Thanks Haar for the help :)
Title: Re: Bug Report Thread.
Post by: cowboy on July 06, 2012, 04:45:11 pm
Game freezes when re-loading repair vehicle post- quick load. My guess is that since I can deploy another one after a quick load, the game thinks I'm trying to add information to an asset that it thinks doesn't exist.
Title: Re: Bug Report Thread.
Post by: cowboy on July 30, 2012, 03:48:45 pm
Last three missions of Volstad are borked. Can't finish them because doing so throws a "cannot free memory from xxxxxX" error. I got this one at one point in the final mission, it's a new one to me:

Code: [Select]
STOP      : Decoding file with invalid suffix 
Address   : 0x39C033EC

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0018DCE8 ESP=0x0018D798   EIP=0x39C033EC
EIP (0x39C033EC) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0018D798) 0018D7D8 06CC1F65 029B1F68 06CC1F68 00000014 00000000 3F800000 BEDA1D1C
                 00000000 0018DCF8 00000200 0000003C 175B88A8 00000100 00000030 18493F70
                 00010000 0000024A 1B03C5A8 00000000 00000000 00000000 3F800000 7FAC00F3

Machine details
===============
Executable name           : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 17:35:44 Tuesday 1/31/2012
Command line              :
Current directory         : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
Current time, date        : 14:24:40 Monday 7/30/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\program files (x86)\microsoft games\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Joe
Machine name              : MYPC
Processor                 : 2394MHz 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           : 2 cycles 38304MB/s, 4 cycles 19152MB/s, 3 cycles 25536MB/s
Main memory r/w/rw speed  : 8 cycles 9576MB/s, 11 cycles 6964MB/s, 6 cycles 12768MB/s
Video memory r/w/rw speed : 1894 cycles 40MB/s, 131 cycles 584MB/s, 2515 cycles 30MB/s
AGP memory r/w/rw speed   : 1906 cycles 40MB/s, 132 cycles 580MB/s, 2531 cycles 30MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 38h 49m 53s
Time in game logic        : 0h 28m 49.55s (on frame 92782)
Time app running          : 0h 28m 49.55s
Physical memory           : 4,137,803,776 bytes (3946 Meg)
Available physical memory : 2,435,461,120 bytes (2323 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  : 1,595,916,288 bytes (1522 Meg)
Amount of stack used      : 10448 bytes
Memory load               : 41%
Desktop video mode        : 1680,1050 16bpp
Mode when crash occured   : Full Screen 1680x1050x16 Refresh=60Hz (ATI Mobility Radeon HD 545v)
Networked Machine         : No
Executable version        : m00152
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
    SpotifyWebHelper.exe :  8 :   4 : C:\Users\Joe\AppData\Roaming\Spotify\Data\SpotifyWebHelper.exe
             CLMLSvc.exe :  8 :   6 : C:\Program Files (x86)\CyberLink\Power2Go\CLMLSvc.exe
           PDVD8Serv.exe :  8 :   3 : C:\Program Files (x86)\CyberLink\PowerDVD8\PDVD8Serv.exe
                 brs.exe :  8 :   1 : C:\Program Files (x86)\CyberLink\Shared files\brs.exe
            concentr.exe :  8 :   5 : C:\Program Files (x86)\Citrix\ICA Client\concentr.exe
        iTunesHelper.exe :  8 :  12 : D:\iTunesHelper.exe
           VCDDaemon.exe :  8 :   3 : C:\Program Files (x86)\Elaborate Bytes\VirtualCloneDrive\VCDDaemon.exe
             jusched.exe :  8 :   8 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
            wfcrun32.exe :  8 :   7 : C:\Program Files (x86)\Citrix\ICA Client\wfcrun32.exe
            AdobeARM.exe :  8 :   7 : C:\Program Files (x86)\Common Files\Adobe\ARM\1.0\AdobeARM.exe
           IELowutil.exe :  6 :   3 : C:\Program Files (x86)\Internet Explorer\IELowutil.exe
              chrome.exe :  8 :  28 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :  10 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
                saui.exe :  8 :   4 : c:\PROGRA~2\mcafee\SITEAD~1\saui.exe
           notepad++.exe :  8 :   3 : C:\Program Files (x86)\Notepad++\notepad++.exe
            rundll32.exe :  8 :   2 : C:\Windows\SysWOW64\rundll32.exe
              chrome.exe :  8 :   5 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  8 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              chrome.exe :  6 :   6 : C:\Users\Joe\AppData\Local\Google\Chrome\Application\chrome.exe
              MCORel.exe :  8 :  12 : C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech\MCORel.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\Program Files (x86)\Microsoft Games\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 (Current) - (HW Mixing Disabled)
==============
Description        : Speakers (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{1f39e904-03b7-43db-931c-8a3a63e63f45}
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
32 bit modes       : 640x480 720x480 800x480 800x600 1024x600 1024x768 1280x720 1280x768 1366x768
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: -8192,-8192 to 8192,8192
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 Mobility Radeon HD 545v
Driver file        : aticfx32.dll
Driver size        : 506,880 bytes
Driver date        : 20:54:40 Wednesday 6/9/2010
Attributes         :
Driver version     : 8.17.10.0024
Version            : 8.17.10.0024
Hardware ID        : 1002.9553 (Rev 0, Subsys 0xc07f144d)
Video memory       : 2,866,855,936 bytes (2734 Meg)
Card texture mem   : 1,066,389,504 bytes (1017 Meg)
AGP texture memory : 1,800,466,432 bytes (1717 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 1440x900 1680x1050
32 bit modes       : 640x480 800x600 1024x768 1152x864 1280x720 1280x800 1280x960 1280x1024 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: -8192,-8192 to 8192,8192
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
Title: Re: Bug Report Thread.
Post by: Boundless on August 06, 2012, 08:05:21 am
Just a very minor thing I noticed but the Javelin battlemechs' name has a typo and appears as Jevelin.
Title: Re: Bug Report Thread.
Post by: cowboy on August 06, 2012, 11:05:54 am
I've noticed before, it used to bug the crap out of me.
Title: Re: Bug Report Thread.
Post by: Karl on August 07, 2012, 05:56:21 am
yeah there are a couple to typos, I guess they will be fixed in time
Title: Re: Bug Report Thread.
Post by: Parias on August 08, 2012, 08:00:33 am
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").
Title: Re: Bug Report Thread.
Post by: cowboy on August 08, 2012, 12:57:37 pm
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.
Title: Re: Bug Report Thread.
Post by: SpardaSon21 on August 08, 2012, 01:05:50 pm
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.
Title: Re: Bug Report Thread.
Post by: cowboy on August 08, 2012, 02:33:23 pm
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?
Title: Re: Bug Report Thread.
Post by: SpardaSon21 on August 08, 2012, 02:43:13 pm
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.
Title: Re: Bug Report Thread.
Post by: Karl on August 08, 2012, 04:51:13 pm
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
Title: Re: Bug Report Thread.
Post by: sqparadox on August 10, 2012, 11:06:19 pm
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):


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.
Title: Re: Bug Report Thread.
Post by: magic on August 13, 2012, 06:47:00 am
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.
Title: Re: Bug Report Thread.
Post by: cowboy on August 13, 2012, 11:04:56 am
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.?
Title: Re: Bug Report Thread.
Post by: magic on August 14, 2012, 02:50:20 am
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.
Title: Re: Bug Report Thread.
Post by: cowboy on August 14, 2012, 11:03:33 am
Any short ones? I'll give it a shot.
Title: Re: Bug Report Thread.
Post by: magic on August 15, 2012, 07:35:35 am
OK, uploading 178last and 224 versions, will post the links when ready.
Title: Re: Bug Report Thread.
Post by: Mikael_Joe on August 28, 2012, 03:32:40 am
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 :(
Title: Re: Bug Report Thread.
Post by: sqparadox on August 28, 2012, 10:21:52 am
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.
Title: Re: Bug Report Thread.
Post by: cowboy on August 28, 2012, 12:05:19 pm
I've noticed that if I re-start the same mission that my quicksave is from, I get better results*.

*from loading the quicksave
Title: Re: Bug Report Thread.
Post by: magic on August 29, 2012, 01:09:34 am
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.
Title: Re: Bug Report Thread.
Post by: dtwn on August 30, 2012, 05:21:52 am
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.
Title: Re: Bug Report Thread.
Post by: ulric_bekker on August 31, 2012, 01:19:23 am
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....
Title: Re: Bug Report Thread.
Post by: cowboy on August 31, 2012, 10:28:03 am
When posting a crash report, please put "code" in [] in front of the report and /code in [] after it. That way it doesn't take up so much room; it turns into a scrolling window like the post above.
Title: Re: Bug Report Thread.
Post by: Seriona on August 31, 2012, 04:46:54 pm
I get this randomly playing the Grey Death Legion when you are trying to take the Davion secrete base on the snow level. I cannot remember the mission name.

Code: [Select]

EXCEPTION : Attempt to read from address 0x00000004 in MCOREL! (+0xC393)
Address   : 0x0040D393
Location  : MCOREL! (+0xC393)

Call Stack
==========
0x0040EB16 MCOREL! (+0xDB16)               
0x00448052 MCOREL! (+0x47052)               
0x0047C0C9 MCOREL! (+0x7B0C9)               
0x0047D9AE MCOREL! (+0x7C9AE)               
0x00402EEF MCOREL! (+0x1EEF)               
0x005A976F MCOREL! (+0x1A876F)             

Processor Registers EAX=0x037F1038 EBX=0x00000039 ECX=0x00000000 EDX=0x00000000 Flags=0x00210202
=================== ESI=0x14452268 EDI=0xFF7F7F7F EBP=0x0018FC54 ESP=0x0018FC54   EIP=0x0040D393
EIP (0x0040D393) 8B 49 04 33 C0 38 84 CA 20 A3 6D 00 0F 94 C0 5D C2 04 00 CC CC CC CC CC CC CC CC CC CC 55 8B EC
ESP (0x0018FC54) 0018FD74 0040EB16 037F1038 00000610 086841C0 42340000 3F800000 646E7554
                 52206172 206B636F 6D756C43 00312070 00000000 00000000 00000000 00000000
                 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
EDI (0xFF7F7F7F) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
                 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESI (0x14452268) 54 9B 68 00 10 00 00 00 84 01 00 00 40 43 01 00 3B 00 00 00 A1 00 00 00 57 55 8D 44 FF FF D7 44
                 00 00 00 00 6D 00 B0 00 4A 0E 00 00 57 20 00 00 00 00 00 FF 00 00 A0 41 00 00 B4 42 38 C4 39 08
EAX (0x037F1038) FC 0D 69 00 00 00 00 00 07 00 00 00 01 00 00 00 B9 00 00 00 BA 00 00 00 BB 00 00 00 BC 00 00 00

Machine details
===============
Executable name           : C:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 17:35:44 Tuesday 1/31/2012
Command line              :
Current directory         : C:\MechCommanderOmnitech
Current time, date        : 22:36:35 Thursday 8/30/2012
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : c:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Seriona
Machine name              : CABAL
Processor                 : 2094MHz Intel PIII MMX SSE Model=7, Type=6, Stepping=10 (Two Processors)
Cache Information         : L1: 0K code / 0K data  L2: 0K
L2 r/w/rw speed           : 2 cycles 33504MB/s, 6 cycles 11168MB/s, 3 cycles 22336MB/s
Main memory r/w/rw speed  : 15 cycles 4467MB/s, 38 cycles 1763MB/s, 27 cycles 2481MB/s
Video memory r/w/rw speed : 2246 cycles 29MB/s, 64 cycles 1047MB/s, 2193 cycles 30MB/s
AGP memory r/w/rw speed   : 1694 cycles 39MB/s, 60 cycles 1116MB/s, 2280 cycles 29MB/s
Operating system          : Windows (6.1.7601)  Service Pack 1
DirectX version           : 9.04.00.0904
Time since booted         : 7h 38m 5s
Time in game logic        : 7h 32m 7.77s (on frame 4679807)
Time app running          : 7h 32m 7.77s
Physical memory           : 3,215,831,040 bytes (3067 Meg)
Available physical memory : 1,878,941,696 bytes (1792 Meg)
Swapfile size             : 4,294,967,295 bytes (0 Meg)
Swapfile available        : 3,955,359,744 bytes (3772 Meg)
Virtual memory            : 2,147,352,576 bytes (2048 Meg)
Available virtual memory  : 1,611,366,400 bytes (1537 Meg)
Amount of stack used      : 4356 bytes
Memory load               : 41%
Desktop video mode        : 1366,768 32bpp
Mode when crash occured   : Windowed 1024x768x32 Refresh=60Hz (ATI Mobility Radeon HD 4500 Series)
Networked Machine         : No
Executable version        : m00152
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
               steam.exe :  8 :  37 : C:\Program Files (x86)\Steam\steam.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
             GPlayer.exe :  8 :  76 : C:\Program Files (x86)\Free Ride Games\GPlayer.exe
         SSScheduler.exe :  8 :   1 : C:\Program Files (x86)\McAfee Security Scan\2.1.121\SSScheduler.exe
      DataSafeOnline.exe :  8 :  12 : C:\Program Files (x86)\Dell DataSafe Online\DataSafeOnline.exe
           PDVDDXSrv.exe :  8 :   3 : C:\Program Files (x86)\CyberLink\PowerDVD DX\PDVDDXSrv.exe
         WebcamDell2.exe :  8 :   6 : C:\Program Files (x86)\Dell Webcam\Dell Webcam Central\WebcamDell2.exe
   RoxioBurnLauncher.exe :  8 :   9 : C:\Program Files (x86)\Roxio\Roxio Burn\RoxioBurnLauncher.exe
            ACDaemon.exe :  8 :   7 : C:\Program Files (x86)\Common Files\ArcSoft\Connection Service\Bin\ACDaemon.exe
        iTunesHelper.exe :  8 :  10 : C:\Program Files (x86)\iTunes\iTunesHelper.exe
             SweetIM.exe :  8 :  10 : C:\Program Files (x86)\SweetIM\Messenger\SweetIM.exe
SweetPacksUpdateManager.exe :  8 :  10 : C:\Program Files (x86)\SweetIM\Communicator\SweetPacksUpdateManager.exe
             jusched.exe :  8 :   5 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
             Updater.exe :  8 :   2 : C:\Program Files (x86)\Ask.com\Updater\Updater.exe
              MCORel.exe :  8 :  12 : C:\MechCommanderOmnitech\MCORel.exe
   FacebookMessenger.exe :  8 :  28 : C:\Users\Seriona\AppData\Local\Facebook\Messenger\2.1.4590.0\FacebookMessenger.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in C:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in C:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in C:\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

Input devices
=============
Microsoft Hardware USB Mouse
Buttons  0
Axis     0
Sliders  0
POV hats 0

Sound device 0 (Current) - (HW Mixing Disabled)
==============
Description        : Speakers / Headphones (IDT High Definition Audio CODEC)
Driver file        : {0.0.0.00000000}.{d467ace6-c9c4-486a-83b7-54bcaadfb91e}
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 Mobility Radeon HD 4500 Series
Driver file        : atiumdag.dll
Driver size        : 3,592,704 bytes
Driver date        : 16:29:36 Monday 8/2/2010
Attributes         :
Driver version     : 8.14.10.0700
Version            : 8.14.10.0700
Hardware ID        : 1002.9553 (Rev 0, Subsys 0x2be1028)
Video memory       : 1,871,321,088 bytes (1785 Meg)
Card texture mem   : 531,841,024 bytes (507 Meg)
AGP texture memory : 1,339,480,064 bytes (1277 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 1024x480 1024x600 1024x768 1280x720 1280x768 1366x768
32 bit modes       : 640x480 800x480 800x600 1024x480 1024x600 1024x768 1280x720 1280x768 1366x768
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: -8192,-8192 to 8192,8192
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 Mobility Radeon HD 4500 Series
Driver file        : atiumdag.dll
Driver size        : 3,592,704 bytes
Driver date        : 16:29:36 Monday 8/2/2010
Attributes         :
Driver version     : 8.14.10.0700
Version            : 8.14.10.0700
Hardware ID        : 1002.9553 (Rev 0, Subsys 0x2be1028)
Video memory       : 1,871,321,088 bytes (1785 Meg)
Card texture mem   : 531,841,024 bytes (507 Meg)
AGP texture memory : 1,339,480,064 bytes (1277 Meg)
FourCC modes       : DXT1 DXT2 DXT3 DXT4 DXT5 UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST GET4 R2VB TESS
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 1024x480 1024x600 1024x768 1280x720 1280x768 1366x768
32 bit modes       : 640x480 800x480 800x600 1024x480 1024x600 1024x768 1280x720 1280x768 1366x768
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: -8192,-8192 to 8192,8192
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

Title: Re: Bug Report Thread.
Post by: cowboy on September 02, 2012, 01:41:13 am
That one just flat out doesn't work. If you're bothered by crashes that don't allow you to finish missions, don't play that campaign. It's chock full of bugs and/or incompatibilities.
Title: Re: Bug Report Thread.
Post by: Karl on September 02, 2012, 05:31:04 am
Yes there are problems with all the campaigns really, but to keep this in context all the campaigns were created for vanilla MC2 with magics mech pack and not MCO. In the course of creating MCO a lot of stuff has been changed in the code especially around how the game stores and reads its mission data not just bug fixing vanilla MC2. This has lead to the situation were have currently where we have problems with the campaigns.

Now I just want to make the distinction here that there are typically 2 types of problems with the campaigns
1. MCO problems
2. campaign problems

In regards to the first type of problems (MCO problems) Magic is working hard to eliminate these but as you can understand the massive changes to MCO (a lot of which you wont know about as they are more developer directed eg removing MC2's .dll dependency allowing anyone to add models to MCO) will always bring either existing dormant bugs to life or create their own bugs. If it were not fo you guys playing MCO and posting bug reports we may never find out the root of these problems (a recent example is the problem with some of the models in MCO causing crashes), Thanks for your contributions :).

On the second type of problem is due to changes made to how MCO stores mission data and is solved by putting missions through a transfer editor and hand editing the mission.fit files. Not a very quick process and part of the reason that there has not been a new public release of MCO for some time now, Magic has been waiting for me to finish converting the vanilla carver V campaign. Hopefully a lot of the crashes you guys experience in the different campaigns will be resolved by the new mission data structure, but it will completely eliminate all the problems you guys experience.

I just wanted to post this to let you all know what we are getting upto here at MCO in regards to fixing the campaigns

Thanks again all who play MCO and post here :)
Title: Re: Bug Report Thread.
Post by: magic on September 03, 2012, 12:36:54 am
Thank you Karl, and thank you all who posted here.

I will soon release a new version of MCO.
Thanks to all of you who played Carver V campaign and Karls conversion of the same, I was able to catch (and fix) a bug that caused most of those memory problems.

There was a problem with additional purchase files. When fixing a bug in purchase before, I created one that caused problem with additional purchase files.

Bug within the editor for adding additional purchase files, sound and movie files fixed too.

Carver campaign will be released as solo with its own installer. There will be two versions, vanilla for all of you who want it that way and modified with limited resources and salvage.
Title: Re: Bug Report Thread.
Post by: cowboy on September 03, 2012, 11:25:06 pm
Hey, I wanted to apologize. I don't really know why, but that was phrased horribly.
Title: Re: Bug Report Thread.
Post by: Mhalek on February 24, 2014, 09:53:59 am
First of all: Great work, I know you make this all alone and it´s fantastic. Waiting for the next update ;)

the second: I´ve some nerving bugs, always the same in different campaigns. The log is:
Code: [Select]
STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0xa618668


STOP      : Attempted to free invalid memory, or memory corrupted before block at address 0xa618668
Address   : 0x696D5C61

Processor Registers EAX=0x00000000 EBX=0x00000000 ECX=0x00000000 EDX=0x00000000 Flags=0x00000000
=================== ESI=0x00000000 EDI=0x00000000 EBP=0x0018B964 ESP=0x0018B414   EIP=0x696D5C61
EIP (0x696D5C61) ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
ESP (0x0018B414) 0018B454 0B095C88 0A599DC0 0A618668 00000014 0018B454 5320FF5D 0018B478
                 0018C4D4 0018B974 00000200 00000070 4CB93640 00000100 00000064 35C26398
                 00010000 0000027E 2FD58008 0018B478 0000005B 0018B478 0018C5FC 006A9FC0

Machine details
===============
Executable name           : E:\MechCommanderOmnitech\MCORel.exe
Executable time, date     : 12:27:10 Sunday 3/24/2013
Command line              :
Current directory         : E:\MechCommanderOmnitech
Current time, date        : 00:28:43 Monday 2/24/2014
GameOS build version      : Version 1.1 11/2/2000
Software rasterizer       : e:\mechcommanderomnitech\assets\binaries\blade.dll (Size 286,786 bytes)
User name                 : Mhalek
Machine name              : STRATA
Processor                 : 3013MHz AMD Unknown MMX 3DNow! SSE Model=4, Type=15, Stepping=2 (Four Processors)
Cache Information         : Unknown
L2 r/w/rw speed           : 3 cycles 32138MB/s, 5 cycles 19283MB/s, 4 cycles 24104MB/s
Main memory r/w/rw speed  : 19 cycles 5074MB/s, 16 cycles 6026MB/s, 13 cycles 7416MB/s
Video memory r/w/rw speed : 2939 cycles 32MB/s, 36 cycles 2678MB/s, 3184 cycles 30MB/s
AGP memory r/w/rw speed   : 2919 cycles 33MB/s, 37 cycles 2605MB/s, 3261 cycles 29MB/s
Operating system          : Windows 2000 (5.1.2600)  Service Pack 3
DirectX version           : 9.04.00.0904
Time since booted         : 154h 40m 29s
Time in game logic        : 9h 35m 6.78s (on frame 3872702)
Time app running          : 9h 35m 6.78s
Physical memory           : 1,073,741,823 bytes (1024 Meg)
Available physical memory : 1,073,741,823 bytes (1024 Meg)
Swapfile size             : 2,147,483,647 bytes (2048 Meg)
Swapfile available        : 1,073,741,823 bytes (1024 Meg)
Virtual memory            : 2,147,352,576 bytes (2048 Meg)
Available virtual memory  : 595,369,984 bytes (568 Meg)
Amount of stack used      : 19540 bytes
Memory load               : 46%
Desktop video mode        : 1680,1050 16bpp
Mode when crash occured   : Full Screen 1680x1050x16 Refresh=60Hz (AMD Radeon HD 6900 Series)
Networked Machine         : No
Executable version        : m00152
PCI Chipset               : Unknown

               Processes  Pri Threads Path
==========================================
                 GUI.exe :  8 :   4 : C:\Program Files (x86)\GIGABYTE\ET6\GUI.exe
           Core Temp.exe :  8 :   3 : C:\Users\Mhalek\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\Startup\Core Temp.exe
            BrMfcWnd.exe :  8 :   3 : C:\Program Files (x86)\Brother\Brmfcmon\BrMfcWnd.exe
             jusched.exe :  8 :   7 : C:\Program Files (x86)\Common Files\Java\Java Update\jusched.exe
            brccMCtl.exe :  8 :  10 : C:\Program Files (x86)\Brother\ControlCenter3\brccMCtl.exe
            BrMfcmon.exe :  8 :   4 : C:\Program Files (x86)\Brother\Brmfcmon\BrMfcmon.exe
AAM Updates Notifier.exe :  6 :   8 : C:\Program Files (x86)\Common Files\Adobe\OOBE\PDApp\UWA\AAM Updates Notifier.exe
          PROCEXP(1).EXE :  8 :   1 : H:\DOWNLOAD-EINGANG\PROCEXP(1).EXE
             firefox.exe :  8 :  46 : C:\Program Files (x86)\Aurora\firefox.exe
               raptr.exe :  8 :  25 : C:\PROGRA~2\Raptr\raptr.exe
            raptr_im.exe :  8 :  10 : C:\PROGRA~2\Raptr\raptr_im.exe
              MCORel.exe :  8 :  16 : E:\MechCommanderOmnitech\MCORel.exe

DLL Version numbers
===================
msvcrt.dll    - Version 6.00.8337.0 - Found in E:\MechCommanderOmnitech
msvcrtd.dll   - Version 6.00.8337.0 - Found in E:\MechCommanderOmnitech
msvcirt.dll   - Version 6.00.8168.0 - Found in E:\MechCommanderOmnitech
msvcirtd.dll  - Version 6.00.8168.0 - Found in E:\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

Input devices
=============
Plantronics .Audio 655 DSP
Buttons  2
Axis     0
Sliders  0
POV hats 0

Sound device 0 (Prefered device) (Current) - (HW Mixing Disabled)
==============
Description        : Lautsprecher (Plantronics .Audio 655 DSP)
Driver file        : {0.0.0.00000000}.{027f4b33-bb14-4d46-a3d2-5436f4c31c75}
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        : Realtek Digital Output (Realtek High Definition Audio)
Driver file        : {0.0.0.00000000}.{dd33441c-af27-4f49-9217-7efdccb1fe0f}
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        : AMD Radeon HD 6900 Series
Driver file        : aticfx32.dll
Driver size        : 1,100,216 bytes
Driver date        : 00:11:56 Wednesday 6/5/2013
Attributes         :
Driver version     : 8.17.10.1247
Version            : 8.17.10.1247
Hardware ID        : 1002.6719 (Rev 0, Subsys 0x23071787)
Video memory       : 791,605,248 bytes (755 Meg)
Card texture mem   : 1,060,831,232 bytes (1012 Meg)
AGP texture memory : 4,025,741,312 bytes (3839 Meg)
FourCC modes       : M2IA DXT1 DXT2 DXT3 DXT4 DXT5 RESZ NULL UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST
Texture formats    : 555 1555 4444 565 0888 8888 FourCC (8 bit Luminance Bump map DuDv (8,8) Bump map DuDv (8,8) 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 720x480 720x576 800x600 1024x768 1152x648 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768 1400x1050 1440x900
32 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x648 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768 1400x1050 1440x900
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 32
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        : AMD Radeon HD 6900 Series
Driver file        : aticfx32.dll
Driver size        : 1,100,216 bytes
Driver date        : 00:11:56 Wednesday 6/5/2013
Attributes         :
Driver version     : 8.17.10.1247
Version            : 8.17.10.1247
Hardware ID        : 1002.6719 (Rev 0, Subsys 0x23071787)
Video memory       : 791,605,248 bytes (755 Meg)
Card texture mem   : 1,060,831,232 bytes (1012 Meg)
AGP texture memory : 4,025,741,312 bytes (3839 Meg)
FourCC modes       : M2IA DXT1 DXT2 DXT3 DXT4 DXT5 RESZ NULL UYVY YUY2 NV12 NV21 YV12 AYUV SYV2 INST
Texture formats    : 555 1555 4444 565 0888 8888 FourCC (8 bit Luminance Bump map DuDv (8,8) Bump map DuDv (8,8) 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 720x480 720x576 800x600 1024x768 1152x648 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768 1400x1050 1440x900
32 bit modes       : 640x480 720x480 720x576 800x600 1024x768 1152x648 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1360x1024 1366x768 1400x1050 1440x900
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 32
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


Any idea, or is this known and it is like it is atm?
Title: Re: Bug Report Thread.
Post by: magic on February 25, 2014, 01:18:27 am
Thank you for playing.

MCO has problems with Internet browsers, and some other programs like various system mechanics or similar things that are usually installed as an addition with something else.

Please close all other running programs before starting MCO.
Title: Re: Bug Report Thread.
Post by: Echelon9 on March 07, 2014, 11:31:46 pm
Attempting to free a block of memory inside the MCO process when it is invalid (i.e. was never allocated in the first place), is typically an indication of code within MCO that causes basic C memory corruption.

Could also be caused by aggressive filtering or AV software that tampers with all processes on a system, but generally these errors are caused by coding bugs directly.