Author Topic: ST:R 3.6.10 1 vs 3.6.12 RC1  (Read 5305 times)

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Offline utops

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ST:R 3.6.10 1 vs 3.6.12 RC1
In mission 3 with two escape hermes pods  on 3.6.10 is impossible to save them  i try engage every one at once,even ram them, suck with leech cannon.but always one basilisk survive and spew hornets to the hermes , but on 3.6.12 both on 100% hull looks good (tactic to engage multiple targets at once works) unfortunately GTD Repulse
give me CTD after her emerging from subspace also i get CTD in BP,Derelict,Warzone on RC1 all connected with subspace - last thing i see before CTD is subspace vortex.
This is common bug with *.6.12 or just me? Also there is way to beat  basilisk without cheats and difficulty leveling on *.6.10?

wtf is it with you and the asterisks? What are they supposed to represent? What's wrong with writing 3.6.10 and 3.6.12? What. The. ****. Jeez...-- Baron von Vaderham
« Last Edit: March 22, 2010, 10:16:00 am by Jeff Vader »
What if ?

 

Offline The E

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Re: ST:R *6.10 1 vs *.6.12 RC1
First rule when reporting bugs, ESPECIALLY crashes: Post a fs2_open.log from the event. Without that, our options of helping you solve these issues are slim.

And since you seem to be the only one reporting these issues so far, I'd have to say it's probably something on your end.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline utops

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Re: ST:R *6.10 1 vs *.6.12 RC1
With all due respect Mr E. This is not happen often, this CTD is random sometimes it pops and sometimes this is silent thread. I do not generate log on my will when this is happen i just want know, if somebody encounter this problem.
I wish to provide you  log, but this particural bug is hard to recreate. 
Okay i will stay on 3.6.10 at least this one is solid rock.


Last question from my previous post is still actuall
What if ?

 

Offline Mongoose

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Re: ST:R *6.10 1 vs *.6.12 RC1
There were some AI issues present in 3.6.10 builds that made some missions differ significantly from retail behavior; these have largely been fixed in 3.6.12.  Your best bet is to help us find out what's wrong with your 3.6.12 setup and then fix it.  Even if your game doesn't crash while doing it, running a debug build and generating fs2_open.log might provide some useful information.

 

Offline The E

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Re: ST:R *6.10 1 vs *.6.12 RC1
utops: Well, sorry, but judging by your post, there is an issue that seems to appear regularly, and with a defined condition (subspace being involved, apparently). Testing that on debug may take some time, but since there are no other matching reports that I am aware of, it may be a good idea to investigate this further. Since you are the only one in a position to do so, it would help if you actually did investigate it (just play a few rounds with a debug build; sooner or later, the error is bound to pop up), so that we can fix it. Otherwise you'll just be sitting on a malfunctioning FS install, having no fun at all with it.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline General Battuta

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Re: ST:R *6.10 1 vs *.6.12 RC1
This subspace issue is not anything I've ever heard of. I think it's probably an issue on your end, not a 3.6.12 bug.

See if you can capture the crash in a log. Play under debug for a while.

 

Offline utops

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Re: ST:R 3.6.10 1 vs 3.6.12 RC1 (with the ****ing "3" instead of the ****ing "*")
@ Sir Vader the I
It looks more proffesional when i use astrisk instead number,but right it looks pointless stupid right now,when everybody using 3.*.* builds. Apologies.  :P

@To everybody whom  may concerned
When i try to track down that my CTD issue i encounter another one problem  and that one freeze the game on loading screen after Secrets Reborn mission - this one with objective to destroy GTI Arcadia ( forget her own name).

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport-mediavps,fsport-str,fsport,mediavps
Building file index...
Found root pack 'D:\gry\Freespace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xdc8abbde
Found root pack 'D:\gry\Freespace2\fsport-str\fsport-str-voice.vp' with a checksum of 0xe72dc0dc
Found root pack 'D:\gry\Freespace2\fsport-str\fsport-str.vp' with a checksum of 0x08d3d38c
Found root pack 'D:\gry\Freespace2\fsport\fsport-missions.vp' with a checksum of 0x52bf7295
Found root pack 'D:\gry\Freespace2\fsport\fsport3_1_1.vp' with a checksum of 0x1d2c40f2
Found root pack 'D:\gry\Freespace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x367ba125
Found root pack 'D:\gry\Freespace2\fsport\stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack 'D:\gry\Freespace2\fsport\tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack 'D:\gry\Freespace2\fsport\warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack 'D:\gry\Freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\gry\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\gry\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\gry\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\gry\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\gry\Freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\gry\Freespace2\Root_fs2.vp' with a checksum of 0x95939bdc
Found root pack 'D:\gry\Freespace2\Smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\gry\Freespace2\Sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\gry\Freespace2\Sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\gry\Freespace2\Stu_fs2.vp' with a checksum of 0x988a45ca
Found root pack 'D:\gry\Freespace2\Tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\gry\Freespace2\Tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\gry\Freespace2\Tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\gry\Freespace2\Warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\gry\Freespace2\fsport-mediavps\' ... 23 files
Searching root pack 'D:\gry\Freespace2\fsport-mediavps\mv_fsport.vp' ... 277 files
Searching root 'D:\gry\Freespace2\fsport-str\' ... 0 files
Searching root pack 'D:\gry\Freespace2\fsport-str\fsport-str-voice.vp' ... 943 files
Searching root pack 'D:\gry\Freespace2\fsport-str\fsport-str.vp' ... 59 files
Searching root 'D:\gry\Freespace2\fsport\' ... 1 files
Searching root pack 'D:\gry\Freespace2\fsport\fsport-missions.vp' ... 139 files
Searching root pack 'D:\gry\Freespace2\fsport\fsport3_1_1.vp' ... 739 files
Searching root pack 'D:\gry\Freespace2\fsport\sparky_hi_fs1.vp' ... 1172 files
Searching root pack 'D:\gry\Freespace2\fsport\stu_fs1.vp' ... 1497 files
Searching root pack 'D:\gry\Freespace2\fsport\tango_fs1.vp' ... 69 files
Searching root pack 'D:\gry\Freespace2\fsport\warble_fs1.vp' ... 110 files
Searching root 'D:\gry\Freespace2\mediavps\' ... 9 files
Searching root pack 'D:\gry\Freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\gry\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\gry\Freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\gry\Freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\gry\Freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\gry\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\gry\Freespace2\' ... 21 files
Searching root pack 'D:\gry\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\gry\Freespace2\Smarty_fs2.vp' ... 10 files
Searching root pack 'D:\gry\Freespace2\Sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\gry\Freespace2\Sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\gry\Freespace2\Stu_fs2.vp' ... 1618 files
Searching root pack 'D:\gry\Freespace2\Tango1_fs2.vp' ... 32 files
Searching root pack 'D:\gry\Freespace2\Tango2_fs2.vp' ... 15 files
Searching root pack 'D:\gry\Freespace2\Tango3_fs2.vp' ... 10 files
Searching root pack 'D:\gry\Freespace2\Warble_fs2.vp' ... 52 files
Found 29 roots and 17399 files.
Setting language to Polish
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4600 Series
  OpenGL Version    : 3.2.9551 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
Shaders Manager initialized.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.50
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'str-aip.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'str-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 646
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_main2-m1.ani with size 171x192 (25.0% wasted)
ANI 2_main2-m2.ani with size 275x184 (28.1% wasted)
ANI 2_main2-m3.ani with size 264x141 (44.9% wasted)
ANI 2_main2-d1.ani with size 208x98 (23.4% wasted)
ANI 2_main2-d6.ani with size 112x99 (22.7% wasted)
ANI 2_main2-d3.ani with size 347x329 (35.7% wasted)
ANI 2_main2-d4.ani with size 104x101 (21.1% wasted)
ANI 2_main2-d5.ani with size 176x115 (10.2% wasted)
ANI 2_main2-d2.ani with size 211x195 (23.8% wasted)
Frame  0 too long!!: frametime = 0.386 (0.386)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'str16.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
Someone passed an extension to bm_load for file 'pvn.pcx'
Someone passed an extension to bm_load for file 'gta.pcx'
Someone passed an extension to bm_load for file 'gti.pcx'
Starting mission message count : 177
Ending mission message count : 213
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter05.pof'
IBX: Found a good IBX to read for 'fighter05.pof'.
IBX-DEBUG => POF checksum: 0xa71b2202, IBX checksum: 0xaa96fac2 -- "fighter05.pof"
Loading model 'Karnak.pof'
IBX: Starting a new IBX for 'Karnak.pof'.
IBX NOTICE:  Vert limit hit for IBX version 1 on subobject 'detail0', changing file format to version 2...

Loading Karnak.pof  was last thing i see before crash-freeze.
« Last Edit: March 22, 2010, 10:32:43 am by utops »
What if ?

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
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Re: ST:R 3.6.10 1 vs 3.6.12 RC1
*facepalm*

The Karnak loading issue is known, and has been for a long time, as a bit of research would have shown you. You need to let the game finish generating the cache files, this is known to take a long time (10+ minutes, in some cases). During that time, the game may APPEAR to have crashed, and Windows will even think it has crashed. However, everything is normal.

Seriously, ST:R team, can you please release an update with the fixed cache file?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Goober5000

  • HLP Loremaster
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    • Goober5000 Productions
Re: ST:R 3.6.10 1 vs 3.6.12 RC1
Precisely.  It's even a sticky thread on this very forum.

And incidentally, the cache fix isn't ST:R's responsibility, it's FSU's.  (And yes, some people who made ST:R are also part of FSU.)  But it's definitely going to be in the next FSPort MVP release.

 

Offline The E

  • He's Ebeneezer Goode
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Re: ST:R 3.6.10 1 vs 3.6.12 RC1
Right, my bad.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: ST:R 3.6.10 1 vs 3.6.12 RC1
I haven't had any crashes or anything, but I can certainly attest to Mission 3 being impossible to complete. Using MVP 3.6.12 and ST:R 1.1. When the third wave of fighters jumps in, I can get all 4 fighters killed <10 secs, but they still manage to near-instantly destroy the escape pods. I have tried this mission like 4 times, now. This is my first play through of ST:R.

 

Offline General Battuta

  • Poe's Law In Action
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Re: ST:R 3.6.10 1 vs 3.6.12 RC1
I haven't had any crashes or anything, but I can certainly attest to Mission 3 being impossible to complete. Using MVP 3.6.12 and ST:R 1.1. When the third wave of fighters jumps in, I can get all 4 fighters killed <10 secs, but they still manage to near-instantly destroy the escape pods. I have tried this mission like 4 times, now. This is my first play through of ST:R.

This is the fault of GOOOOBEEEER

 

Offline Snail

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Re: ST:R 3.6.10 1 vs 3.6.12 RC1
Blame Booger.


Snail is tempting fate.

 

Offline Goober5000

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Re: ST:R 3.6.10 1 vs 3.6.12 RC1
Quickly assign your wingmen to engage the enemy, then you yourself go after the fighter with no "dots" (signalling it's being targeted) around its target bracket.  That should wipe them all out in time.

 

Offline Nuclear1

  • 211
Re: ST:R 3.6.10 1 vs 3.6.12 RC1
I haven't had any crashes or anything, but I can certainly attest to Mission 3 being impossible to complete. Using MVP 3.6.12 and ST:R 1.1. When the third wave of fighters jumps in, I can get all 4 fighters killed <10 secs, but they still manage to near-instantly destroy the escape pods. I have tried this mission like 4 times, now. This is my first play through of ST:R.

This is the fault of GOOOOBEEEER

I second the blaming of Goober.
Spoon - I stand in awe by your flawless fredding. Truely, never before have I witnessed such magnificant display of beamz.
Axem -  I don't know what I'll do with my life now. Maybe I'll become a Nun, or take up Macrame. But where ever I go... I will remember you!
Axem - Sorry to post again when I said I was leaving for good, but something was nagging me. I don't want to say it in a way that shames the campaign but I think we can all agree it is actually.. incomplete. It is missing... Voice Acting.
Quanto - I for one would love to lend my beautiful singing voice into this wholesome project.
Nuclear1 - I want a duet.
AndrewofDoom - Make it a trio!

 

Offline ssmit132

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Re: ST:R 3.6.10 1 vs 3.6.12 RC1
This is the fault of GOOOOBEEEER

I second the blaming of Goober.

Sorry for the bump, but seeing that got me to do this: