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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Ranven on July 14, 2008, 07:08:50 am

Title: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 07:08:50 am
Hello

I hope that it's the right place to post this problem :)

I've got a problem with Blue Planet mod, after the mission, where we pursued GTC Duke, there is a private note of our hero. When I clicked "Continue", i had a crash to windows :/ In any try, there is the same effect, so please help me, what to do? :(

Some specification:

There is mediavps folder with data folder in my FS2 Folder. In data folder, there are every mv packs + path. Also, there is a blue planet mod and LS_Nebula mod (better textures of nebula ship)

In FS 2 Folder, there is also fs2_open_3_6_9.exe and launcher to it :) In launcher, select mod, i put on it mediavps folder

I've got error text message too:

fs2_open_3_6_9 caused an Access Violation in module fs2_open_3_6_9.exe at 001b:00427c04.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 7/14/2008 03:44:50.
D:\Gry\FreeSpace2\fs2_open_3_6_9.exe, run by Ranven
1 processor(s), type 586.
2048 MBytes physical memory.
Read from location 00000000 caused an access violation.

Computer Specification:

Windows XP, Athlon 3,2 ghz, 2 gh ram, GF 7800 GT

Alpha 1, Please advice :(
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 07:14:57 am
There is mediavps folder with data folder in my FS2 Folder. In data folder, there are every mv packs + path.
Umm, so you have the \mediavps\ folder and, for some reason, you've extracted all the vps into \mediavps\data\? Or did I misunderstand?

Also, there is a blue planet mod and LS_Nebula mod (better textures of nebula ship)
The LS Nebulae aren't better textures. They are textures. And they should be in \mediavps\, since they're used with several mods, not just Blue Planet.

In FS 2 Folder, there is also fs2_open_3_6_9.exe and launcher to it :) In launcher, select mod, i put on it mediavps folder
You are very much supposed to select the \blueplanet\ folder as your mod, if you intend to play Blue Planet. Also, you are advised to get a mod.ini, which will also enable the MediaVPs for Blue Planet. Download one from the Blue Planet release thread and place it to your \blueplanet\ folder.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 07:20:09 am
Quote
Umm, so you have the \mediavps\ folder and, for some reason, you've extracted all the vps into \mediavps\data\? Or did I misunderstand?
Yes, I've found instruction and it said to do this

Quote
The LS Nebulae aren't better textures. They are textures. And they should be in \mediavps\, since they're used with several mods, not just Blue Planet.
Well, They are. Nebula textures are in mediavps/data (instruction said to do this) with blue planet mod

Quote
You are very much supposed to select the \blueplanet\ folder as your mod, if you intend to play Blue Planet. Also, you are advised to get a mod.ini, which will also enable the MediaVPs for Blue Planet. Download one from the Blue Planet release thread and place it to your \blueplanet\ folder

When I did it, there were no texture :P (crash 'cause there weren't some files) I'll try with this mod.ini
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 07:27:55 am
I've found instruction and it said to do this
This is the second time in a short while. Where on Earth does it say to do something like that? You don't have to extract vps. vps are sort of container files, like zips and rars, except that there is no compression. The game engine can read vp files without problems (which is why the game works, even though you haven't extracted Root_fs2.vp and the likes). Extraction is meant for the scenario in which you want to edit something. If you just want to play, don't extract.

Nebula textures are in mediavps/data (instruction said to do this) with blue planet mod
:wtf: So... are the MediaVPs and Blue Planet in the same folder? Don't do that. Every mod must have its own subfolder. Blue Planet should be in \freespace2\blueplanet\, the MediaVPs in \freespace2\mediavps\, Derelict in \freespace2\derelict\ and so on. You use a mod by selecting it from the Launcher (which you have at least partially done). If you want to use two or more mods, you'll need a mod.ini (using command-line options would also work but I'm not gonna start explaining them now).
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 07:37:12 am
Well, thanks :) I've done it

Anyway it didn't solve the problem, still i've got crash to desktop :(
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 07:39:38 am
Try a 3.6.10 build, such as this one (http://www.freespacefaq.com/Misc-Downloads/Builds/StandaloneFixes-1.7z).
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 07:44:50 am
Still, there is a problem. Little difference is the fact that it didn't minimalise me to windows Just everything were freezed :P I needed to restart computer
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 14, 2008, 07:54:57 am
That mission's the first red-alert one. Sounds like another manifestation of the bug. :(
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 08:05:18 am
Well, it looks so but damn... many players have done this game with this mod :( I really want to do the same 'cause this mod is great but what is the problem? Some have this bug, some no? :(
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 14, 2008, 08:10:12 am
Did you make a new pilot before trying the campaign? If that doesn't work, then try using the workaround (http://darius.rabidcarrot.com/noredalert.rar) which disables the red alert setting for each mission that uses them, which means you don't keep your fighter/weapon loadout throughout those missions.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 08:25:04 am
Yes, I've made a new pilot :) I used it this no red alert and well it works fine, but there are some bugs with it :P (I've got all guns and ships in 4rd missions :P) Anyway, campaign is working so it's the most important thing now :)*

Thank u all guys :)


*
Maybe i've made something wrong. I created a folder (missions) in Blue Planet/Data and i've copied every files from No Red Alert.rar

I know, that i'm a noobie but there wasn't instruction in rar and it's my first time with FS2 Mods :P


Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 14, 2008, 08:27:58 am
No, you did it correct :)

Hrm...maybe I'll package some instructions into the RAR.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 08:34:29 am
Well it would be nice ^^ There are some new fans of FS 2 too :)

Ok, last question. Why I can't push ALT-A near the GTC Duke? (Mission where we finnaly caught him) When I tried to push alt-a to enter on GTC Duke  there is nothing :( I can't do this, nothing changed
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Stormkeeper on July 14, 2008, 08:37:32 am
I have a bug too, but help him solve his first.

How close are you to the Duke ?
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 08:39:10 am
2-3 meters?:P I'm almost sticking to him
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 14, 2008, 08:41:53 am
Alt-A is bound by default to "Autopilot". You'll need to go into your key binding settings and either bind Alt-A to autopilot or use the combination that it is currently bound to.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 09:17:44 am
Geez, this game hates me. Yes it works with auto-pilot but after that i've got another red alert and another crash.

Yes I put files from no red alert to D:\Gry\FreeSpace2\Blue Planet\data\missions
After that I didn't have red alert in first transmission but i've got in the second... :/
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Stormkeeper on July 14, 2008, 09:22:57 am
Why do you have a data folder inside the Blue Planet folder? You should just have a blue planet vp inside the folder, with a mod.ini as well.

After playing the missions then a data/cache folder will be created by the mod, but before that you should only have the Blue Planet vp.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 09:31:08 am
Yes, game created this folder, after that i've just copied missions folder there.

I tried to copy missions folder just to Blue Planet folder but it didn't solve a problem as well
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 09:36:21 am
Why do you have a data folder inside the Blue Planet folder? You should just have a blue planet vp inside the folder, with a mod.ini as well.
Now it is probably because the no-red-alert missions are released as... missions. They haven't been packed into a vp.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 09:57:29 am
Yes, and i've got them in missions folder but still, the first one was fine (it changed it to "normal" briefing.) but the second one is still red alert :/

EDIT: It looks like that it's not loading bp-06.fs2 file. Weird
EDIT2: Is there any possibility to do something with it? Help :(
Title: Re: Blue Planet Mod - Crash to Windows
Post by: shiv on July 14, 2008, 03:27:49 pm
BTW Welcome, ranven :)

PS.

Tak, to ja shiv z freespace.pl :)
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 03:30:31 pm
Is there any possibility to do something with it? Help :(
Do the following: run a debug build (fs2_open_somethingoranother_debug.exe) until it crashes. Then, find the fs2_open.log in your \freespace2\data\ folder and post it here as an attachment.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 04:20:32 pm
You mean run normal FS Open with blue planet and before crash (in red alert) minimalise and run fs2_open debug ? Well I tried but when i run fs2 open debug, i had this:    http://rapidshare.de/files/40002731/screens.rar.html (many communicats before starting. When i put continue, in loading i've got more and finaly "final communicat" and the game was shut down.)
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 04:23:39 pm
I actually meant

1. Open the Launcher.
2. Select fs2_open_3_6_10_***_debug.exe as the build.
3. Start the game and once it crashes, quit.
4. Find a file called fs2_open.log from \freespace2\data\.
5. Attach it to a post (hint: click Additional Options when posting).
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 04:36:18 pm
Well, I tried but as before, i've got many bad communicats in loadings

Here is a log

[attachment deleted by admin]
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 04:43:37 pm
The debug build is supposed to crash. That's just how it works. Don't worry.

And now, to business:

Quote
Searching root pack 'D:\gry\freespace2\mediavps\1bppatch.vp'
That's the Blue Planet patch, so it belongs to \blueplanet\ instead of \mediavps\.

Quote
Initializing Direct3D graphics device at 1024x768 with 32-bit color...
Switch to OpenGL from the Launcher's Video tab.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 04:52:17 pm
Well, I changed it. Still doesn't work Here is a log

Btw: Thank u Lobo for helping :) I really have a hope

[attachment deleted by admin]
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 04:56:35 pm
Hmm. You don't seem to have the actual AdvEffects vp. Move mp-710_adveffects.vp away from the \mediavps\.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 05:00:23 pm
Still there are problems

Here is a log :)

[attachment deleted by admin]
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 05:02:59 pm
Lay off the logs for a while. Have you tested it with a normal build to see if it works? Debug builds have a tendency to crash at the slightest provocation, since they are used for tracking bugs. There might be some minor things that make the debug build crash but that wouldn't affect anything with a normal build.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 05:10:26 pm
Yes of course in everytime i tested in both option (normal open and debug)
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 14, 2008, 05:14:13 pm
Quote
Searching root pack 'D:\gry\freespace2\mediavps\mp-710_adveffects.vp'
Move mp-710_adveffects.vp away from the \mediavps\.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 05:24:05 pm
Weird, cause i've taken it away from this folder Here is a proof http://img502.imageshack.us/my.php?image=filean2.jpg
I tried once again debug, here is log

Edit: I checked this log, should be fine now with this adveffect, i haven't found this line

Edit2: Of course error still appear :/

[attachment deleted by admin]
Title: Re: Blue Planet Mod - Crash to Windows
Post by: colecampbell666 on July 14, 2008, 08:03:42 pm
Move it out of anywhere in your FreeSpace2 folder. Place it on your desktop.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 14, 2008, 08:34:19 pm
Well, there is in other place  :) As I said, should be fine now, 'cause i haven't found line in log and file is  on disc D:, moved out from FS2 Folder
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Stormkeeper on July 15, 2008, 03:31:50 am
Okay. His problem seems solved. My BP crashed ytd, after the mission where the

Spoiler:
Player joins with the Vishnans. The first mission with the Vishnans. I clicked on ship selection and it crashed instantly.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 15, 2008, 03:52:05 am
My BP crashed ytd, after the mission where the
Spoiler:
Player joins with the Vishnans. The first mission with the Vishnans. I clicked on ship selection and it crashed instantly.
-ship_choice_3d
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 15, 2008, 04:14:42 am
I think that was the problem with one of the secondary weapons carried by a ship that was made available during that mission. One of the bombs was not "player allowed" in the table entry. However, even when that was fixed, some people were still getting crashes to desktop. Still not sure about the cause of that one, as it hasn't been able to crash for me.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Stormkeeper on July 15, 2008, 04:23:08 am
If I just click 'Commit', it should work?
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 15, 2008, 04:32:44 am
Yep. It's still possible to finish the mission with the default ship you're given.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 07:05:00 am
My problem is not solved :( I've written it that error still appear, just the file was succesfully moved away from folder :P
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 15, 2008, 07:10:39 am
Ranven, put this in your missions directory and see if it works. I've got a hunch as to the problem, but I'm not sure if this will fix it.

bp-06 is the one that doesn't load, correct?

[attachment deleted by admin]
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 07:17:40 am
Yes, still, after downloading it doesn't load I put it to D:\Gry\FreeSpace2\Blue Planet\missions so should be fine 'cause the first red alert mission was repaired, but the second isn't.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 15, 2008, 07:21:34 am
Put it, and any mission files, to \freespace2\blueplanet\data\missions.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 07:27:10 am
Yes, I know, sorry i made a mistake in copying adres :) Anyway, still doesn't work
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Darius on July 15, 2008, 07:54:37 am
Ok, I'll take this to PM, and we'll see if we can't sort this one out :)
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 10:06:29 am
Ok, finaly almost everything is fine :) Thank you Darius ! The problem was the mission 07 'cause this mission didn't want to load

Almost everything 'cause I don't have texture of ships :P I don't know why, because everything looks fine

Take a look on screens:

Problems:
http://img146.imageshack.us/my.php?image=texturedn6.jpg
http://img239.imageshack.us/my.php?image=text23ne3.jpg

How looks my folders:

http://img261.imageshack.us/my.php?image=mvpsgv9.jpg My mediavps folder D:\Gry\FreeSpace2\mediavps
http://img187.imageshack.us/my.php?image=bluefs8.jpg My Blue Planet folder D:\Gry\FreeSpace2\Blue Planet There is mod.ini in there (i didn't change any data in this file or something) and in data, there is a mission folder

What is wrong with it? Should be fine now
Title: Re: Blue Planet Mod - Crash to Windows
Post by: colecampbell666 on July 15, 2008, 10:13:17 am
Update your video card drivers at nVidia.com.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 10:35:06 am
Well I had the newest, but the problem was OpenGL, in Direct3D everything is fine !

Thank you all for help and patience !

Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 15, 2008, 11:18:18 am
Well I had the newest
Are you sure? There have been cases where people have had "zebra ships" and have claimed that their drivers are up-to-date. After we've said "No" repeatedly, they've decided to check and have noticed that there are newer drivers available. I'd recommend you check again.

in Direct3D everything is fine !
No! Everything is far from fine in Direct3D. You might use it if all else fails, but I'm certain there's still hope, since the stripe issue only occurs with a particular set of drivers on an Nvidia graphics card.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 11:31:58 am
Quote
Are you sure? There have been cases where people have had "zebra ships" and have claimed that their drivers are up-to-date. After we've said "No" repeatedly, they've decided to check and have noticed that there are newer drivers available. I'd recommend you check again.
Yes, I checked it, there were only the newest (from June/Jule) but i had others problem with them (drop frame rate in movies etc. dramaticaly drop fps in others game) Topics about zebra stripes are older than those drivers
 
Quote
No! Everything is far from fine in Direct3D. You might use it if all else fails, but I'm certain there's still hope, since the stripe issue only occurs with a particular set of drivers on an Nvidia graphics card.

What's wrong with Direct3D? Everything looks fine, topics suggest to update mediavps to 3.6.10, i'll try it, but what is wrong with D3D?
Title: Re: Blue Planet Mod - Crash to Windows
Post by: colecampbell666 on July 15, 2008, 11:37:34 am
Support for D3D was cut years ago, you will experience slowness, lack of cutscenes, less resolutions, and a host of other issues. Hell, I don't even know why it's still on the launcher.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 15, 2008, 11:41:19 am
Yes, I checked it, there were only the newest (from June/Jule) but i had others problem with them (drop frame rate in movies etc. dramaticaly drop fps in others game) Topics about zebra stripes are older than those drivers
You could also try different builds. Some people have also had success when they've tried other 3.6.10 builds.

What's wrong with Direct3D? Everything looks fine, topics suggest to update mediavps to 3.6.10, i'll try it, but what is wrong with D3D?
Um, let's see... In most cases Direct3D offers poorer frame rates, prevents rendered cutscenes from playing (mostly noticeable in the FS1 and FS2 main campaigns), is known to cause graphical issues not present with OpenGL, is not supported anymore and will diminish over future game engine releases...

Support for D3D was cut years ago, you will experience slowness, lack of cutscenes, less resolutions, and a host of other issues. Hell, I don't even know why it's still on the launcher.
Indeed. But a while back it seemed that at least some 3.6.10 builds select OpenGL forcefully, ignoring the Launcher settings. I may have been mistaken or mislead, but two different logs posted by the same person, one with the 3.6.9 debug and one with a 3.6.10 debug, would suggest that.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 12:02:11 pm
Honestly I didn't experience any slowness or lacked cutscenes, but you're right, i'll try with those newer mediavps, but i have to find them out first :P I've seen them three times before somewhere in this forum :P

Edit: Ok, i''ve found them http://www.hard-light.net/forums/index.php/topic,51229.0.html
Title: Re: Blue Planet Mod - Crash to Windows
Post by: colecampbell666 on July 15, 2008, 12:42:12 pm
No, not new MVPs, a new build. Try the suggested 3.6.10 build in my signature.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 15, 2008, 12:52:06 pm
Honestly I didn't experience any slowness or lacked cutscenes
You don't lack cutscenes in Blue Planet because all the cutscenes there have been made using the game engine. Prerendered cutscenes, such as the FS2 intro or Bosch's monologues, won't play. Trust me.

And yes, the newer MediaVPs might be prettier but they're still beta. A 3.6.10 build (game engine, starting with fs2_open_3_6_10 and ending up with .exe) is another story and that's what you should try now. Most, if not all, red-alert bugs are history thanks to the fixed code in 3.6.10.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 12:57:08 pm
I trust cause I experienced it O_O I didn't have movies, true....

Anyway, i've got openGL with 3.6.10 texture and 3.6.10 Open now. Everything is Loud and Clear :)

Thank you all guys for help !
Title: Re: Blue Planet Mod - Crash to Windows
Post by: colecampbell666 on July 15, 2008, 02:13:29 pm
Glad we could help. That'll be 150$.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 15, 2008, 02:14:19 pm
Plus tip.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: colecampbell666 on July 15, 2008, 02:14:45 pm
I accept VISA.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 15, 2008, 06:36:20 pm
Master Card will be fine ?:P

Btw: Those textures have some bugs, Herkules mk2 or Meduza are zebra-striped :) Others are fine, so i think that it's just a bug or something
Title: Re: Blue Planet Mod - Crash to Windows
Post by: colecampbell666 on July 15, 2008, 08:19:44 pm
Nope, it's due to nVidia drivers.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Jeff Vader on July 16, 2008, 02:52:21 am
The drivers, the drivers, the drivers. If you don't want to install the newest ones, try some of the older ones.
Title: Re: Blue Planet Mod - Crash to Windows
Post by: Ranven on July 16, 2008, 06:48:42 am
Finally, I've done campaign :) Was really great and nice ending... :D
There were no more bugs/errors except those hercules/meduzas so it's fine for me :)

About driver, I tried older and they were fine with Hercules, medusas still was stripped, but I gave up 'cause it wasn't a big problem for me :) (I've seen this ship only one time :P)

Anyway, thank u all for help :)