Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: karajorma on July 31, 2005, 09:15:54 am
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As promised here are some of the problems and errors I got.
1) TBP Crashes on mission load with the first mission. I was using Goobers fs2_open_G-20050728.exe build with the following command line. -spec -glow -jpgtga -d3dmipmap -rlm -dualscanlines -targetinfo -orbradar -ballistic_gauge -smart_shields -ship_choice_3d -3dwarp -tbpwarpeffects -snd_preload -novbo -fps -allslev -fov 0.4 -ambient_factor 80
The errorlog give me this.
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FS2 caused an Access Violation in module FS2.exe at 001b:004fe3d9.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 7/31/2005 14:26:34.
F:\Games\FreeSpace2\FS2.exe, run by NamelessOne.
1 processor(s), type 586.
1024 MBytes physical memory.
Read from location 00000000 caused an access violation.
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2) The second mission also crashed for an apparently different reason.
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fs2_open_G-20050728 caused an Access Violation in module atioglxx.dll at 001b:690e586f.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 7/31/2005 14:59:04.
F:\Games\Freespace2\fs2_open_G-20050728.exe, run by NamelessOne.
1 processor(s), type 586.
1024 MBytes physical memory.
Read from location 1bffa000 caused an access violation.
--------------------------------------------------------------------------
The mission ran fine with the corresponding debug version though.
3) The debug build CTD's due to an assertion failure with the first mission
Assert: tmp_offset==cb->raw_position
File: C:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\CFile\CfileArchive.cpp
Line: 260
[This filename points to the location of a file on the computer that built this executable]
Call stack:
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ds_parse_sound() snd_load() message_load_wave() message_pagein_mission_messages() level_page_in() freespace_mission_load_stuff() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 7c816d4f()
------------------------------------------------------------------
The errorlog gives me this
fs2_open_G-20050728-dbg caused a Breakpoint in module fs2_open_G-20050728-dbg.exe at 001b:00569eb2.
4) Both missions ran perfectly well with D3D.
EDIT : I should know better than to forget my system specs :D
AMD 2600+
Asus A7N8X-E
Radeon 9800
1GB RAM
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i get a similar error message and i get this error aswell on the openGl, i am using the build that came with release 3.2
Error: Current GL Version of 1.0 is less than required version of 1.2
Switch video modes or update drivers
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\graphics\gropengl.cpp
Line: 3659
Call stack:
------------------------------------------------------------------
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i have a
Athlon 2600 XP+
512DDr
Radeon 9700
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3) Is fixed in CVS. Just bad WAV files which were causing seek errors. It's possible that 3) could cause 1) but that's just because of the strange thing that it does. No idea why it wouldn't behave the same in D3D mode, it should be unrelated to either OGL or D3D.
Not sure about 2). Got a log or anything? I seem to remember having a crash problem in the second mission but I can't remember what it was right now. Should be fixed in CVS though so give the next build that comes out a try and see if this is fixed. I think that it would end up with a memory overwrite of some kind, would explain why it crashed in the release build but not debug.
@starbug: Anything released in the past 2 months will have that fixed.
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What do you mean by a log? The text I posted was from Errorlog.txt.
I'll try it as soon as a CVS build comes out then and see what happens.
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fs.log which is produced when you have a debug exe running.
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Problem is that it works fine in the debug build so I don't know if the log would be any use to you. Still want it?
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Originally posted by karajorma
Problem is that it works fine in the debug build so I don't know if the log would be any use to you. Still want it?
Wait and give it a try with the next available build. If it still happens then send me the log.