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General FreeSpace => FreeSpace Discussion => Topic started by: SF-Junky on June 21, 2008, 06:53:24 am

Title: Game crashes after formatting
Post by: SF-Junky on June 21, 2008, 06:53:24 am
Recently, my whole hard drive had to be reformatted (Had ja Trojan horse, I didn't get rid of... :wtf: ), so I also had to re-install FS. Everything seems to work just fine, but always anything bigger than a fighter, bomber, cargo unit or sentrs gun shows up in the game (both in-game and tech room), the game halts. Only music keeps playing. I already tried to delete the cache, but this didn't help either. Taks manager says "no response".

My system:
Windows XP Professional
Version 2002
Service Pack 3, v.3264 (Could this be the prob, I just had SP 2 before)

AMD Athlon(tm) XP 1800+
1.53 GHz, 1.50 GB RAM

Using SCP 3.9.10
Title: Re: Game crashes after formatting
Post by: Wanderer on June 21, 2008, 07:29:38 am
Run debug build and post the fs2_open.log file (found from the data directory)
Title: Re: Game crashes after formatting
Post by: jr2 on June 21, 2008, 07:32:17 am

Service Pack 3, v.3264 (Could this be the prob, I just had SP 2 before)


You know that SP3 5512 is the final release, right?  3264 is pre-release.  See here (http://www.mydigitallife.info/2007/12/21/download-windows-xp-sp3-kb936929-rc-v3264-self-extracting-setup-package/).  How about getting the RTM (final) build?
Title: Re: Game crashes after formatting
Post by: SF-Junky on June 21, 2008, 07:47:30 am
You know that SP3 5512 is the final release, right?  3264 is pre-release.  See here (http://www.mydigitallife.info/2007/12/21/download-windows-xp-sp3-kb936929-rc-v3264-self-extracting-setup-package/).  How about getting the RTM (final) build?
Uh... the prob here is that I didn't do that. Was my brother, since he has much more idea of those things than I.

Here is the log:

==========================================================================
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: 3.6.10
Passed cmdline options:
  -alpha_env
  -env
  -mipmap
  -glow
  -nomotiondebris
  -spec
  -cache_bitmaps
  -img2dds
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
Building file index...
Found root pack 'D:\games\freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'D:\games\freespace2\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'D:\games\freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'D:\games\freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'D:\games\freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\games\freespace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\games\freespace2\' ... 7 files
Searching root pack 'D:\games\freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'D:\games\freespace2\MV_Assets.vp' ... 1768 files
Searching root pack 'D:\games\freespace2\MV_Core.vp' ... 92 files
Searching root pack 'D:\games\freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'D:\games\freespace2\mv_music.vp' ... 32 files
Searching root pack 'D:\games\freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\games\freespace2\warble_fs2.vp' ... 52 files
Found 15 roots and 12413 files.
AutoLang: Language auto-detection successful...
Setting language to English
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!
Failed to init speech
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1024x768 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   : Radeon X1600/X1650 Series
  OpenGL Version    : 2.1.7537 Release

  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".
  Unable to find 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".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
 
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
 Validation failed - samplers of different types are bound to the same texture image unit.

  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Shader linked with warnings...
Fragment shader(s) linked, vertex shader(s) linked.
 Validation failed - samplers of different types are bound to the same texture image unit.


  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
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 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 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.
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.
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
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_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at Weapons.cpp:2979
TBM  =>  Starting parse of 'beams1-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_hg-hdg.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1314
MOVIE ERROR: Unable to open movie file 'intro.mve' in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 1.395 (1.395)
Frame  0 too long!!: frametime = 1.047 (1.047)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Frame  0 too long!!: frametime = 2.447 (2.447)
Frame  0 too long!!: frametime = 1.071 (1.071)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x421298b7, IBX checksum: 0x91a9bb00 -- "fighter01.pof"
Frame  0 too long!!: frametime = 1.945 (1.945)
Frame  0 too long!!: frametime = 1.244 (1.244)
TECH ROOM: Dumping excess ships...
Loading model 'cruiser01.pof'
IBX: Found a good IBX to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
Frame  0 too long!!: frametime = 3.937 (3.937)
Loading model 'capital01.pof'
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x9e305e56, IBX checksum: 0x461fad33 -- "capital01.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship capital01.pof
Frame  0 too long!!: frametime = 5.975 (5.975)
Title: Re: Game crashes after formatting
Post by: colecampbell666 on June 21, 2008, 08:01:01 am
Code: [Select]
Found root pack 'D:\games\freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'D:\games\freespace2\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'D:\games\freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'D:\games\freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'D:\games\freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Put the MediaVPs in their own folder, labeled "mediavps".

Code: [Select]
-cache_bitmaps I don't use that, but it looks wrong to me.

So did it crash in the Techroom?

Title: Re: Game crashes after formatting
Post by: SF-Junky on June 21, 2008, 08:16:36 am
Put the MediaVPs in their own folder, labeled "mediavps".
I did, now it works - but everything looks like retail. That's why I always had the mediavps in the main directory. It always worked just fine.

Quote
So did it crash in the Techroom?
Both in-game and techroom, as I said.
Title: Re: Game crashes after formatting
Post by: Jeff Vader on June 21, 2008, 08:29:53 am
Put the MediaVPs in their own folder, labeled "mediavps".
I did, now it works - but everything looks like retail. That's why I always had the mediavps in the main directory. It always worked just fine.
That's what the MOD tab on the Launcher is for. Having non-retail files in the root directory is rarely beneficial.

Code: [Select]
-cache_bitmaps I don't use that, but it looks wrong to me.
http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-cache_bitmaps
Title: Re: Game crashes after formatting
Post by: SF-Junky on June 21, 2008, 08:32:36 am
That's what the MOD tab on the Launcher is for. Having non-retail files in the root directory is rarely beneficial.
Again: This worked nothing but fine before! Why not know? Just because of a new version of Windows?

Oh, and using the MOD tab on the mediavps folder doesn't work either.
Title: Re: Game crashes after formatting
Post by: Jeff Vader on June 21, 2008, 08:35:12 am
That's what the MOD tab on the Launcher is for. Having non-retail files in the root directory is rarely beneficial.
Again: This worked nothing but fine before!
Aye. FSPort will work just fine if you throw the files to your \freespace2\ folder. Just that it will cause problems with several other mods/campaigns that way.

Quote
Why not know? Just because of a new version of Windows?
Probably not. I've had success with FreeSpace, while having SP3 installed, hmm.
Title: Re: Game crashes after formatting
Post by: SF-Junky on June 21, 2008, 08:38:04 am
Aye. FSPort will work just fine if you throw the files to your \freespace2\ folder. Just that it will cause problems with several other mods/campaigns that way.
:rolleyes:
Did I say anything 'bout FSPort? The only non-retail files I have and always had in the main directory are the media_vps. All other mods are in their own directories.
Title: Re: Game crashes after formatting
Post by: Jeff Vader on June 21, 2008, 08:42:06 am
Aye. FSPort will work just fine if you throw the files to your \freespace2\ folder. Just that it will cause problems with several other mods/campaigns that way.
:rolleyes:
Did I say anything 'bout FSPort? The only non-retail files I have and always had in the main directory are the media_vps. All other mods are in their own directories.
:mad: :lol: No. But I did. You said that you can play while having the MediaVPs in the root folder. I said that you can also play while having FSPort in the root folder. It's just that neither of those scenarios are recommended.

Curiously, you said that you are using 3.9.10. I assume you mean 3.6.10. Which doesn't tell much since there are n+2 3.6.10 builds out there. What specific build do you have? And, have you tried 3.6.9?
Title: Re: Game crashes after formatting
Post by: SF-Junky on June 21, 2008, 08:50:11 am
:mad: :lol: No. But I did. You said that you can play while having the MediaVPs in the root folder. I said that you can also play while having FSPort in the root folder. It's just that neither of those scenarios are recommended.
The difference is that the media_vps won't cause any probs with other mods under normal conditions, and never have in may case.

Quote
Curiously, you said that you are using 3.9.10. I assume you mean 3.6.10. Which doesn't tell much since there are n+2 3.6.10 builds out there. What specific build do you have? And, have you tried 3.6.9?
Sorry, forgot about that. I'm using this built: fs2_open_3_6_10-20071028T.exe
Title: Re: Game crashes after formatting
Post by: Jeff Vader on June 21, 2008, 08:55:21 am
Hmm. You said that the game ran fine without the MediaVPs. Therefore I shall impersonate Sherlock and state that the logical deduction is that either your 3.6.10 Beta MediaVPs are corrupt somehow or they are too big a strain on your computer. For some reason. You can try to redownload them or switch back to the 3.6.8 Zetas.
Title: Re: Game crashes after formatting
Post by: colecampbell666 on June 21, 2008, 10:04:25 am
And get a more recent 3.6.10 build, that one is quite outdated.

It's beneficial to have the MediaVPs in a separate folder for in the future if you decide to install Blue Planet or Homesick or something.
Title: Re: Game crashes after formatting
Post by: jr2 on June 22, 2008, 12:41:39 am
Look in my sig and find the directions for calculating the checksum of the files in your FreeSpace directory.. then you'll have to have someone else whose copy works do the same, because the checksums I have are outdated (3.6.8 Z / 3.6.9).

EDIT: Nah, just follow the directions for posting your FS2 tree (directory contents).. that should be enough, as it will show the filesizes, which will probably have changed if they are corrupted.  Then have someone check theirs the same way, and compare.  ;)  (Lobo?)
Title: Re: Game crashes after formatting
Post by: colecampbell666 on June 22, 2008, 10:01:04 am
And jr2, 3.6.10 debug builds output checksums as well.
Title: Re: Game crashes after formatting
Post by: SF-Junky on June 22, 2008, 10:06:02 am
I have re-downloaded the media_vps and installed a more recent patch, and now it works. There is only one minor problem left (see attachments). I once had this with my old graphics card, because it only had shader 2.0. My new card (Radeon X1600/x1650 Series) has 3.0.

[attachment deleted by admin]
Title: Re: Game crashes after formatting
Post by: Titan on June 22, 2008, 10:06:31 am
is there a commadline you can put in so that it always uses MediaVPs regardless of the mod.ini?
Title: Re: Game crashes after formatting
Post by: Jeff Vader on June 22, 2008, 10:07:44 am
-mod mediavps

You can actually circumvent the whole mod.ini business with the -mod command-line parameter. Just throw it in the Custom flags field and enter the mod folders you want to use, separated with commas, hmm.
Title: Re: Game crashes after formatting
Post by: colecampbell666 on June 22, 2008, 10:26:48 am
I dunno about that issue. It almost looks like ghosting, but it's too pronounced.
Title: Re: Game crashes after formatting
Post by: Wanderer on June 22, 2008, 11:31:14 am
It seems to be an issue with high poly models and X1600 family cards for one reason or another...
Title: Re: Game crashes after formatting
Post by: jr2 on June 23, 2008, 02:35:31 am
... You gots the latest 8.6 Catalyst?  I heard that's out now, but IDK.  BTW, I have an X1650, I could test this on mine, I guess...  (I was using an nVidia 7600-based card before)
Title: Re: Game crashes after formatting
Post by: SF-Junky on June 23, 2008, 01:39:13 pm
... You gots the latest 8.6 Catalyst?  I heard that's out now, but IDK.
Yes, I have that. Everything's up to date here... please don't tell me, I need to buy another graphics card just to play a game that worked perfectly before with right the same hard- and software. :(
Title: Re: Game crashes after formatting
Post by: Jeff Vader on June 23, 2008, 02:42:07 pm
I've heard that proper chipset drivers are also fun. Or something.
Title: Re: Game crashes after formatting
Post by: jr2 on June 24, 2008, 05:37:53 am
I've heard that proper chipset drivers are also fun. Or something.

QFT, forgot about that.  Ya, go to your motherboard manufacturer's site and download the latest drivers for everything.