-
Hm, guess it's another memory Issue, but the mission right at the end, when you faceoff against 3 basestars...the game keeps crashing.
Guess I should run it in debug mode to know what happens...
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This came up in beta on systems with low memory. One solution is to try playing the mission at lower graphics settings. It doesn't fix the object count, but it does lower memory usage from textures.
-
And where is the limit for low memory?
Blue Panet for example runs smoothe on standard graphic settings and the mission crashed twice.
Once after the third basestar jumped in and then after the frigate went down.
-
Keep in mind our texture, polygon, and object counts are *MUCH* higher than Blue Planet...
I have 4gb of Ram and 512 video memory and M6 is stable. My macbook pro is also stable during M6. So consider those to be recommended figures.
-
It would help if we had a) a log, and b) your system specs.
-
Uh...my build...
Intel I5 750
4.00 GB (2.99 GB for use)
32 Bit system
Radeon HD 4890
Will that do?
[attachment removed and sold on the black market]
-
Uh...my build...
Intel I5 750
4.00 GB (2.99 GB for use)
32 Bit system
Radeon HD 4890
Will that do?
OS version?
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Are you sure it's a memory problem? I've had a number of crashes but they've all seemed like textbook hyperspace crashes.
One solution is to try playing the mission at lower graphics settings. It doesn't fix the object count, but it does lower memory usage from textures.
Be advised that you'll lose radar if you change the settings in-mission, though.
-
Uh...my build...
Intel I5 750
4.00 GB (2.99 GB for use)
32 Bit system
Radeon HD 4890
Will that do?
OS version?
Windows 7
-
Same thing is happening to me, some times its after the third base ship jumps, sometimes its after the other ship rams the basestar
Sometimes it doesn't crash at all, but that might just be because I die before it can.
Specs
(https://dl.dropbox.com/u/23810060/Untitled.png)
I actually have 2 6970s but when I took this picture I accidentally forgot to plug it in after cleaning the system.
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There is a debug version of the game that can be selected from the Basic Settings screen. It might help us if you can run that, get it to crash and then post the Diaspora\Data\fs2_open.log.
-
Hey - I ran into this bug too, but I managed to beat it!
Try turning OFF these Advanced Settings:
Enable 3d Radar
Fix colour issues on some ATI cards
Once I flipped these flags off everything ran like a charm for mission 6.
Here are my system specs:
- Intel Core2 Q9550 Quad-Core (12MB L2 cache,2.83GHz,1333FSB)
- 6GB Dual Channel DDR3 SDRAM at 1067MHz
- Samsung 244t 24" monitor
- ATI Radeon HD 4850 512MB
- Creative X-Fi XtremeGamer
- 750GB - 7200RPM, SATA 3.0Gb/s, 16MB Cache
- Windows 7 Professional w/Digital Cable Support, 64-bit
-
Neither of those should have been on in the first place. Is anyone else finding that they are set?
-
Sorry, I custom set them. I found I had some issues with WCS and my ATI card, so I figured it would be a good idea to flag it. And I wanted to see the 3d radar in action. There weren't any issues with them until I hit M6.
Admittedly my box isn't much of a gaming rig anymore. Probably time for a better Vcard and power supply.
-
The fix color issues being behind crashes for some people we should put into the main release thread with known issues.
-
I'd like to hear some more confirmations before I put it there.
-
I crashed on M6 as well, I was using an NVIDIA card though, i'll post specs later, I gotta wake up early tomorrow.
-
The "fix color" thing is irrelevant. I can tell you with 100% certainty that it will have no effect on stability.
-
This is a hypothesis but perhaps these crashers may be coming from the new collision detection code. You can revert to the old collision detection code by enabling a flag in the Troubleshooting tab in the launcher. Toggle that and see if you're getting the same issues.
-
I seem to be crashing in M6 as well. I tried running the debug version and it immediately crashes. For me it seems to happen (most of the time) as I hear someone saying Krypter, Krypt*crash*... My specs are attached as well as the log file.
[attachment removed and sold on the black market]
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I'm getting the crashes, too.
Intel Core i7 760
4 gigabytes of DDR3 dual-channel ram
Geforce GTX 480
Creative X-fi card
Windows 7 Professional
-
This is a hypothesis but perhaps these crashers may be coming from the new collision detection code. You can revert to the old collision detection code by enabling a flag in the Troubleshooting tab in the launcher. Toggle that and see if you're getting the same issues.
This seemed to work for me. m6 crashed for me 3 out of 4 times, usually when 3rd Basestar appeared or Frigate was blown up. It did not crash one time however with default settings, so I'll replay it a few more times later just to confirm that this fixed the issue for me.
Specs:
Win XP SP3 32 bit
2 Gigs Ram
NVidia GTX 550 TI with 1 Gig Ram
Intel Core 2 Q660
Other than that, congrats on a great development! I really enjoyed it.
-
Please keep posting crash logs, we thought we sorted this one out in beta and we want to get it sorted out ASAP in a patch.
-
Keeps happening with me too. Right as the 3rd basestar jumps in.
OS - Windows 7 Home Premium 64-bit SP1
CPU - Intel Core i5 2500K @ 3.30GHz
RAM - 8.00 GB Dual-Channel DDR3
Graphics - AMD Radeon HD 6950 2gb
[attachment removed and sold on the black market]
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I seem to be crashing in M6 as well. I tried running the debug version and it immediately crashes. For me it seems to happen (most of the time) as I hear someone saying Krypter, Krypt*crash*... My specs are attached as well as the log file.
When you run the Debug build, for some reason your display resolution is getting set to something like 640x480. Can you please reconfirm in the launcher that the resolution is being set to your normal, higher resolution?
When you get the Debug build up and running in mission, please try to play until the M6 crash happens again. The fs2open.log in that case should be useful to use tracking down this bug.
-
Keeps happening with me too. Right as the 3rd basestar jumps in.
OS - Windows 7 Home Premium 64-bit SP1
CPU - Intel Core i5 2500K @ 3.30GHz
RAM - 8.00 GB Dual-Channel DDR3
Graphics - AMD Radeon HD 6950 2gb
Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 0.318 (0.318)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_SIMULATOR_ROOM (20)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Sep 05 22:56:53 2012
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Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.
Actually it didn't. It kept dropping me to desktop with a warning message and eventually I pressed cancel as I couldn't get passed it. Guessing it must have closed it down correctly in that case. I've just ran through it again and hit debug instead and attached the log. Does this one show anything different?
[attachment removed and sold on the black market]
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I keep crashing on this mission as well. The first time I went through it was going great. I decided to help out the smaller ship by picking off some of the missiles. I took a ship-to-ship missile to the face for my trouble. All the other times I keep crashing between the entrence of the third basestar and the ship trying to ram.
I also tried to play the game with everything set to low and disabling all the advanced options in the launcher as per advice in this thread and yet I still keep crashing between those 2 points. What really frustrates me is that the sound hangs after the crash and I have to restart my computer.
I also tried to play that mission in debug mode but according to the fs2_open.log it crashes because it can only open the loading screen at a resolution of 1024x768 and not 640x480? This might be happening because I was unable to find the debug mode in the launcher so I started the program by using the fs2_open_Diaspora_R1_Debug.exe in the root folder. Where can I find the debug option in the launcher?
My rig:
W7 64
i7 - 950 (3.07GHz)
XFX 5870
8GB RAM
2 x 1TB HD
ASUS Xonar DG
-
In debug press "No" to ignore the warning message about no 640x480 interface art, that way you can get into the mission and post a crash log.
-
I also tried to play that mission in debug mode but according to the fs2_open.log it crashes because it can only open the loading screen at a resolution of 1024x768 and not 640x480? This might be happening because I was unable to find the debug mode in the launcher so I started the program by using the fs2_open_Diaspora_R1_Debug.exe in the root folder. Where can I find the debug option in the launcher?
In the launcher's Basic Settings tab, choose the debug build from the "FS2 Open Executable:" drop down box.
-
I took a ship-to-ship missile to the face for my trouble.
At least it wasn't an arrow to the knee.
-
Thanks for helping me find the correct way to use the debug mode. Now I am completely sure most things where turned off. Apart from the giant FPS drop in debug mode these 3 errors kept popping up and they kept coming up even though I pressed no several times. This happened around the same time the game would crash. Attached is the fs2_open.log. If you want I could delete the log and create a new one if you think this one is too messy.
Unknown weapon rendering type = -1
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Unknown weapon rendering type = -1
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Unknown weapon rendering type = -1
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes[/td]
[attachment removed and sold on the black market]
-
Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.
Actually it didn't. It kept dropping me to desktop with a warning message and eventually I pressed cancel as I couldn't get passed it. Guessing it must have closed it down correctly in that case. I've just ran through it again and hit debug instead and attached the log. Does this one show anything different?
WARNING: "Unknown weapon rendering type = -1" at weapons.cpp:3628
Int3(): From e:\code\diaspora\code\globalincs\windebug.cpp at line 1371
and
Unknown weapon rendering type = -1
We've seen this crash with other users, working on a fix.
-
The weapon rendering bug should be fixed now and in the first patch.
-
Was this copy of the fs2_open.log uploaded immediately after experiencing a crash? Looking at the last few lines, it appears the game exited okay the last time a Debug build was run.
Actually it didn't. It kept dropping me to desktop with a warning message and eventually I pressed cancel as I couldn't get passed it. Guessing it must have closed it down correctly in that case. I've just ran through it again and hit debug instead and attached the log. Does this one show anything different?
WARNING: "Unknown weapon rendering type = -1" at weapons.cpp:3628
Int3(): From e:\code\diaspora\code\globalincs\windebug.cpp at line 1371
and
Unknown weapon rendering type = -1
We've seen this crash with other users, working on a fix.
Yep. Same thing on mine when I checked the very bottom of the file.
WARNING: "Unknown weapon rendering type = -1" at weapons.cpp:3628
Int3(): From e:\code\diaspora\code\globalincs\windebug.cpp at line 1371
EDIT: I see Ace has already posted that the next patch should fix it. Can we have this up in the known issues sticky?
-
Just tried this mission with the "old collisiondetection" mode setting ON per Kara's suggestion in another thread. Seems to fix the CTDs. Went 3 for 3 tries on M6 without a crash.
-
This is a hypothesis but perhaps these crashers may be coming from the new collision detection code. You can revert to the old collision detection code by enabling a flag in the Troubleshooting tab in the launcher. Toggle that and see if you're getting the same issues.
This seemed to work for me. m6 crashed for me 3 out of 4 times, usually when 3rd Basestar appeared or Frigate was blown up. It did not crash one time however with default settings, so I'll replay it a few more times later just to confirm that this fixed the issue for me.
Specs:
Win XP SP3 32 bit
2 Gigs Ram
NVidia GTX 550 TI with 1 Gig Ram
Intel Core 2 Q660
Other than that, congrats on a great development! I really enjoyed it.
With old collision detection enabled I could play fine.
With old collision detection disabled and debug mode on I got a similar debug message:
nknown weapon rendering type = -1
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
[attachment removed and sold on the black market]
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Well there's 2 major crash issues barring the MP issues with the Raiders that was introduced recently:
1) the weapon render issue (will be fixed in patch)
2) collision detection code on some systems (so old collision detection code fixes this for many people)
-
Also keeping crashing at various points in M6, with the weapons rendering type message. Any chance of a workaround or hotfix? Would love to complete the game :)
-
We're going to release an official patch over the weekend (hopefully) that will fix the M6 issue (and hopefully some other issues).
-
Looking forward to it! Up until the recurring crash, I've been very pleased with Diaspora.
-
That's great news Kara, looking forward to it. Sure would like more Strike Viper time!
-
I keep crashing in the same place... but I've noticed something.
If I bounce all settings and go to defaults, its fine. I play normally and die right after "That last shot took out our FTL"
When I restart the mission (cause, I died) then as soon as the Theseus jumps in I immediately hear "that last shot took out our FTL" and all following lines, and THEN I crash every single time right after the 3rd basestar.
In order to fix the comm timings, I have to bounce all configs and go to defaults.
-
And now bouncing to defaults has no effect on the comm timings. But every time it crashes its right before its supposed to say "that last hit took out our FTL"
-
Say... I got the crash as well, but that's not why I'm posting.
I noticed the dialogue in this mission seems kinda off or out of sync with the events on the mission, like this pilot saying "god's if you hear me bla bla" and right then there's a basestar jumping in and shooting, and then the dialogue goes on for like 10 seconds before I get the warning about the basestar.
This also happens with earlier events on the mission, is this delay intentional?
-
I am using Linux version (Ubuntu 12.04), and is encountering similar problem.
In fact I also crashed a lot in M3 too, I am not sure how did I get pass it...
I tried to run M6 with debug build for twice.
For the first time, last line is:
WARNING: "Invalid model number -1 requested. Please post the call stack where an SCP coder can see it." at modelread.cpp:2935
For the second time, last line becomes:
ASSERTION: "!(delta_time < 0.25f && vm_vec_dot(&objp->orient.vec.fvec, &tvec) < 0.1f)" at aicode.cpp:1236 A ship rotated too far. Offending vessel is Gold 1, please investigate.
In the second run the game existed right when the frigate smash into a Cylon Basestar. Not sure about the first time.
Complete log for the second time is attached. I accidentally deleted the first log.
I also have a copy of console output captured with
./wxlauncher &> ../../log.txt
Hope it would be helpful :)
[edit]
System info:
AMD Athlon(tm) 64 X2 Dual Core Processor 5600+
4GB system RAM
Radeon HD 4670(with 512 MB VRAM)
[attachment removed and sold on the black market]
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Say... I got the crash as well, but that's not why I'm posting.
I noticed the dialogue in this mission seems kinda off or out of sync with the events on the mission, like this pilot saying "god's if you hear me bla bla" and right then there's a basestar jumping in and shooting, and then the dialogue goes on for like 10 seconds before I get the warning about the basestar.
This also happens with earlier events on the mission, is this delay intentional?
You would not be playing with time compression, would you ?
-
I have the out of synx thing two, but I guess only because I charge right at the lonely cylon at mission start, even before I get the message.
-
I have noticed the same thing but I chalked it up to being the oddities of FS2.
-
You would not be playing with time compression, would you ?
nah, that's the first thing I checked, I'm positive it's not activated.
you played the mission?, right at the start BEFORE even taking off there's a raider flying around, the one that escapes, I think that raider is meant to jump in AFTER the Theseus arrives but... I can see it right from the start, did that happen to you as well?
-
You would not be playing with time compression, would you ?
nah, that's the first thing I checked, I'm positive it's not activated.
you played the mission?, right at the start BEFORE even taking off there's a raider flying around, the one that escapes, I think that raider is meant to jump in AFTER the Theseus arrives but... I can see it right from the start, did that happen to you as well?
It's normal. The raider will jump out after several seconds when you attempts to neutralize it.
-
This is a hypothesis but perhaps these crashers may be coming from the new collision detection code. You can revert to the old collision detection code by enabling a flag in the Troubleshooting tab in the launcher. Toggle that and see if you're getting the same issues.
This stopped crashing for me.
-
Disabling that new collision detection didn't work for me, just FYI.
-
It worked for me .
-
did NOT work for me.
I don't think these 2 crashes here are the same thing.
-
Also crashing on M6 - every time right after the comms talk about prepping the raptors
-
There are two causes of the M6 crash. Both will be fixed soon. :)
-
Also confirmed here.
First time was right before the 3rd star jumps in, the VA was talking about the bus drivers *crash*,
second time just after the 3rd star comes in and you get another call for nukes being launched. Seems to happen
when I swing around and see the battlestar and at least two toaster stars at the same time on screen but not sure it's related.
Core i3-540
P7P55D-EVO
GTX 275 768mb ram no overclock
4 GB RAM
32 bit Win XP SP2 with all other updates.
Running at 1920x1080
Diaspora recommended settings.
I'll try getting a log.
Okie dokie...
-
It's normal. The raider will jump out after several seconds when you attempts to neutralize it.
I don't think so.
As soon as I take off I get these messages:
Engage Raptor
Raptor Departed
Lords babble
First Basestar arrived
Galactica's Message
On a second playthrough with a different pilot, I get the messages in the right order and within what could be considered right timing.
I think Galactica's message is not supposed to pop up until the civs are a little appart from the Theseus.
-
On the playthroughs I can do right now, comm timing seems to go like this:
lost ftl
raider inbound
cant hold of basestars
galactica
(basestar jumps in now)
spool for jump
lords babble
nowhere else to go
finally mention the basestar that has been there for 45 seconds already
second basestar
more raiders
third basestar
crash
Good to hear that a patch is coming out. :)
-
yes that's it
first lost ftl.
then everything else.
on my second playthrough I get the dialogue in a different order, if that's intentional then there's no error.
-
What hull percent does the Theseus start the mission with?
The event trigger has been fixed, but I want to know if you're starting with very low hull % or there's some other issue.
-
http://www.hard-light.net/forums/index.php?topic=82014
-
starts on 75%, but I'm guessing it's fixed on the patch. Will test now.
Edit: It's fixed, dialogue plays ok and as far as I could get in the mission it's not crashing anymore. There was a minute right after the arrival of the third baseship when it all went downhill and FPS dropped to 0 for like two seconds (previously this happened and then the mission would crash sometimes, some others it did not), then it all came back to normal.
I have to go, will make two more runs tonight to see if the mission crashes.
-
Following on from my post in the patch release thread it's now crashing all the time in M6 at the same point for me as it was pre-patch even after restarting the game in-between attempts. I'll try from a new pilot file first and restart the campaign.
I can't generate a debug log for the mission in-game either as it won't load the mission if I try to go to it from the main menu briefing using the debug exe. I've attached screenshots of the two errors before it crashes and a debug.log (third attachment shows the exit code in the launcher if that's any use?).
[attachment removed and sold on the black market]
-
those are just warnings, not errors. Just click No for those so you can actually get into the mission.
-
The game crashes out after the second warning when I click No.
I've tried using the old collisions setting but this doesn't help. Unless there's anything else I can try first I'll reinstall the whole game from scratch as so far no one else seems to be having issues after the patch.
-
I also just crashed post-patch in M6, during the dialogue line "we're going to give those toasters a bloody nose", and then crash.
-
Yeah, I'm also still crashing after the patch. If you want I could probably get you a debug log.
-
Debug log would help a lot.
-
It's getting late and I'm getting frustrated, so I'll probably do this tomorrow. I keep getting killed by
nuke shockwaves from theseus.
I also had to dial down difficulty to Very Easy because it's not fun at all playing at 12 FPS.
-
Patch appears to have rectified my crashes. If it helps, I was (and still am) using the old collision code and I have plenty of RAM.
-
If the game works for you using old collision code, it would be preferable if you can use the new collision code so we can start finding bugs from that. Chances are if the game was crashing for you even with the old collision code, then it's likely the new collision code wasn't the problem.
-
Just played the mission again with the new collision (never used the old so far) and the mission crashed on the first attempt.
I'll try the Debug now.
Edit: no crash with debug, but It got pretty close to that (I presume from the massive lag) when the third baseship arrived and started shooting the civi's
-
No luck for me with the new patch. Gonna see if I can get myself to play with the debug version.
-
The patch fixed the mission for me. Three for three. I also noticed the dialogue plays correctly now.
-
Hey guys, first thing....AMAZING GAME!
Second, even after the patch I am still crashing on Mission 6. Usually I would be able to play the mission fine, but after I died once I would repeatedly crash each subsequent time. However earlier today I crashed on my first run, so I'm not sure if that trend is correct.
I believe I have the log of a crash I had while in debug mode, but I will continue testing and post more logs later today (hopefully).
System specs- Intel i7, Nvidia 540M, Windows 7 64bit
7478: Could not create debris, no more slots left
Frame 7478: Could not create debris, no more slots left
Frame 7478: Could not create debris, no more slots left
Frame 7478: Could not create debris, no more slots left
Frame 7478: Could not create debris, no more slots left
Frame 10235: Could not create debris, no more slots left
Frame 10673: Could not create debris, no more slots left
Frame 10696: Could not create debris, no more slots left
Frame 10696: Could not create debris, no more slots left
Frame 10696: Could not create debris, no more slots left
Frame 10696: Could not create debris, no more slots left
Frame 10696: Could not create debris, no more slots left
Frame 10696: Could not create debris, no more slots left
ASSERTION: "snd->info.n_channels == 1" at sound.cpp:666
Sound should be mono! Sound file: Engines_AB_Col_Viper_MK7.ogg
Int3(): From d:\c++\freespace\diaspora build\code\globalincs\windebug.cpp at line 1034
-
I'm crashing too I'm afraid, probably for the same reason everyone else is. This last go it happened right after the first mention of the Raptors.
Windows 7
i5-2500k @ 3.30Ghz
8GB RAM
GTX 560 Ti
-
Debris slots? Could we be hitting a debris object count limit?
-
Applied patch, created new pilot file, deleted the old and now my... controls, key bindings etc are completly screwed...
like not dumping countermeasures on X, gliding no longer on W and so on...*sigh*
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Debris slots? Could we be hitting a debris object count limit?
I don't think so. The assertion is what triggered the exception which has something to do with the sound code. I think that's been fixed in 1.02.
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The default key bindings were changed based on player suggestions.
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still crashing consistently for me, although I have not noticed a specific point at which the crash occurs. I'm on to like my 12th crash so far. Sometimes the mission lets me play right up towards the end protecting the evac raptors but I usually end up dying by that point. So frustrating!
What do you need me to do reporting-wise?
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We'll need you to run the Debug exe and play the mission until you get the crash to occur. When that happens, look for fs2_open.log in your data folder of where you installed the game and post the log here. That will tell us what location of the code the game is crashing on.
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if you mean set the FS2 Open Executable to the Debug version, then it crashes as soon as I click to enter the Briefing screen. I can't see the error window because my main display stays black until I bring up the task manager on one of my side displays and task-kill the pop up window with the information
and please tell me this verification step goes away after a few more posts...
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The game is probably bugging you about there not being a 640x480 loading screen. You can ignore those by pressing "No".
When running Debug builds, it's probably best to run the game as a window instead of full screen so you won't get trapped when an error window pops up and have to dig yourself out using the Task Manager. You can go to Advanced Settings and check the "Run in Window" check box underneath the "Dev Tool" section.
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Okay ran through the mission on debug and completed it (evac'd with Prometheus).
Go figure :P I've attached the log anyways. Won't be able to play again until next Tues
[attachment removed and sold on the black market]
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The last bug only seems to be occurring in release builds. So running the debug build is a work-around (albeit a slow one).
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The default key bindings were changed based on player suggestions.
Uh, is there a way to get the old bindings? A simple textfile would suffice.
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Here you go.
You could have just extracted the ControlConfigDefaults.tbl from the R1_Core.vp yourself, but I figured it was almost as quick to attach it. :)
[attachment removed and sold on the black market]
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Thx man, I'm feeling kond if dumb right now^^
Do I past it just into the table folder?
Guess I although could just print it, run the game and do everything by hand :)
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Copy the file into your table folder. It might be smarter to install it as a mod though. Follow this post's (http://www.hard-light.net/forums/index.php?topic=82044.msg1636605#msg1636605) suggestions.
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I can also confirm, post v1.0.2 and w/ or w/o "old collision", M6 will CTD 100%.
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I'm crashing too I'm afraid, probably for the same reason everyone else is. This last go it happened right after the first mention of the Raptors.
Windows 7
i5-2500k @ 3.30Ghz
8GB RAM
GTX 560 Ti
That's interesting... my system specs are pretty close, but I just completed M6 with Patch v.1.0.2 and new collision code enabled, no problems at all.
Windows 7
i5-3450k @ 3.10Ghz
8GB RAM
GTX 550 Ti
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Possibility of corrupted patch download? IDK... Anywho, post debug logs (how-to is in my sig).
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1.02 and still randomly crashing
[attachment removed and sold on the black market]
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1.02 and still randomly crashing
Due to this:
ASSERTION: "snd->info.n_channels == 1" at sound.cpp:666 Sound should be mono! Sound file: Engines_AB_Col_Viper_MK7.ogg
I'll leave it to one of the linux devs to comment, re OpenAL Soft.
Initializing OpenAL...
OpenAL Vendor : OpenAL Community
OpenAL Renderer : OpenAL Soft
OpenAL Version : 1.1 ALSOFT 1.14
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Well - the sound in question *is* stereo, there's a comment in the code saying that by this stage is should be been converted to mono but I'm not familiar enough with the sound code to know where that's supposed to happen. Given that it's the afterburner sound that triggered this, if it were a straight-forward bug you'd have expected it to trigger a lot more than just in M6.
As for OpenAL, I've mostly been using 1.13 and I'm not aware of any issues with 1.14. Some of the error handling (or something similar) has changed between the versions though, I know that 1.14 logs some errors on start that I don't get with 1.13.
@sixsixfive - is OpenAL 1.13 available in the debian repos and would you be able to try using that instead of 1.14?
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@sixsixfive - is OpenAL 1.13 available in the debian repos and would you be able to try using that instead of 1.14?
no it's not and a system wide replace is not possible because other applications are build against 1.14 but I will try LD_PRELOAD / LD_LIBRARY_PATH anyway this error comes randomly so no guarantee
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i am also crashing every single time
i5 2500k
12 gb 1333 mhz ram
2 x zotac 550 ti (1gb ram)
windows 7 home premium 64 b
i dont think its my low memory.
i will try collision detection.
does anyone have suggestions? how does debug mode work? dont really want to keep playing this over and over this one mission.
other than this great work guys! amazong mod. i have been waiting for a real BSG shooter game to come out and this is incredible. is there a donate option somewhere?
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1.02 and still randomly crashing
Due to this:
ASSERTION: "snd->info.n_channels == 1" at sound.cpp:666 Sound should be mono! Sound file: Engines_AB_Col_Viper_MK7.ogg
I'll leave it to one of the linux devs to comment, re OpenAL Soft.
Initializing OpenAL...
OpenAL Vendor : OpenAL Community
OpenAL Renderer : OpenAL Soft
OpenAL Version : 1.1 ALSOFT 1.14
i'llinvestigate into this... should be a table entry issue: maybe is not ''directly'' sound related.
If this is the problem, i'll convert this sound in mono...no probs.
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I fixed some bugs that may fix the mission 6 crash issue. Try this build out. Extract into your Diaspora folder and run it.
http://www.mediafire.com/?z63edfck5cum65f
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Hey!
Thanks for that patch - it appears to have done the job for me.
My rig is
Win 7 64bit
Q6600 Quad core 2 2.3ghz (o/c to 3ghz)
4Gig ram ddr2
geforce 570
using patch 1.0.2
Spolier!
*** Still haven't completed that mission though! Can't seem to board the prometheus - can u do this???? ***
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That patch fixed the crashes for me too. Cheers! :)
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Spolier!
*** Still haven't completed that mission though! Can't seem to board the prometheus - can u do this???? ***
Use [spoiler]SPOILER[/spoiler]
About the prometheus, yes, this is possible, but not really required. Mission should end at some point anyway
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Any chance we can get that hot-fix for non-Windows platforms or at least directions to fix it ourselves in the source?
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Sure. We wanted to make sure it worked in Windows first since that's the majority of our userbase and therefore the majority of people reporting this bug. I'm sure we'll get the Mac and Linux stuff up as soon as we're hearing that this truly has fixed the issue.
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No crashes for me on that build!
(Except into the ceiling of the Theseus' flight pod while attempting to 'thread the needle')
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That hotfix didn't fix it for me, running the 1.2 version, crash appears when the 3rd basestar jumps in.
System:
Win7 64bit ultimate
8gb ram
nvidia 560 gtx
I7 860 @ 2,8ghz
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Could you verify if the executable you were running was the build I provided here and not something else?
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The build in this post.
http://www.hard-light.net/forums/index.php?topic=81877.msg1640900#msg1640900
Not the one from patch 1.0.2
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just tried it with the old collision model, that fixed it for me
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Seems to be fixed for me now without using the old collisions code, I'll play a bit more tonight just to be sure.
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I can confirm that the hotfix has fixed the issue for me as well.
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I think it's concluded that I win the Internet.
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worked for me!
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Worked for me as well.
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So it's confirmed
I think it's concluded that I win the Internet.
Not so fast! Still needs to be tested outside of Windows :P Can haz source?
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Hi all, even with 1.03 patch in place I still crash around the "Evac Raptors" point. Things are going along just fine and she crashes. I ran the debug build and besides the horrible fram rates it crashed MUCH earlier.
My system specs:
Core i7 980x @ 4GHz
12 GB DDR3
Win7 x64
NVidia GTX 590
Integreated Creative X-Fi on ASUS Rampage II Extreme
Here's the dump from the debug run:
[attachment deleted by a basterd]
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So I turned on the old collision model. Now the mission didn't crash. However, the Promethesus didn't jump either. I landed, and then nothing...the mission continued playing.
Edit: Figured out that if one of the shuttles gets destroyed, the mission cannot continue as it depends on that shuttle being alive near the end of the mission.
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Exactly what happened to me, too. I just decided I'd get out before my wingmen by crashing into the Prometheus to see where I'd stick. I found my place, and saw the countdown, waited for it to go down... and nothing happened... 30 seconds later still nothing. Lots of time compression, still nothing. Should I try not crashing into the Prometheus?