Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: Solatar on January 13, 2013, 12:01:02 pm
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I hadn't seen this one yet, so I figured starting a new thread was preferable to hijacking another one. My game consistently crashes in the first mission, the moment Kukri wing's warheads impact the Vasudan awacs. I've been reproducing it by simply ordering the attack, then watching the awacs in 3rd person "/" view. I can watch them blow up some of the freighters, but as soon as they get to the Tabia there's a crash. In a normal build, it just gives me the standard "antipodes has stopped working" crash, but when run in a debug build I get the following error. The forum wouldn't let me post the entire debug log, but I posted what (I think...) is relevant. I'm running on a laptop (I know..I know) through a 22' monitor, and my video card is an nVidia GeForce 8600M GT with the latest drivers. I've only got 2 gigs of RAM, if that's causing the crash. Help? :nervous:
Just reproduced it using The E's new build (the 13th of January one). I'm about to run through some other missions/mods and see if I can get the same error from other data.
Assert: Scene_depth_texture != 0
File: gropengldraw.cpp
Line: 1467
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
fs2_open_3_6_17_DEBUG_SSE2_BP.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
==========================================================================
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 2 Open version: 3.6.17.9481
Passed cmdline options:
-spec_exp 7.0
-spec_static 12.8
-spec_point 8.6
-spec_tube 5.0
-ambient_factor 10
-noenv
-nomotiondebris
-no_emissive_light
-3dshockwave
-fb_explosions
-nolightshafts
-shadow_quality 0
-cache_bitmaps
-no_vsync
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-snd_preload
-mod blueplanet2,blueplanet,mediavps_3612
-no_glsl
-fps
-show_mem_usage
Building file index...
. . .
Received post for event GS_EVENT_FICTION_VIEWER during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_FICTION_VIEWER (66) in state GS_STATE_START_GAME (52)
Frame 0 too long!!: frametime = 65.993 (65.993)
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_FICTION_VIEWER (53)
Frame 0 too long!!: frametime = 0.403 (0.403)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'hellfireTECH.pof'
Model hellfireTECH.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'hellfireTECH.pof'.
IBX-DEBUG => POF checksum: 0x8c777831, IBX checksum: 0xab24a941 -- "hellfireTECH.pof"
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI iconv-cruiser with size 70x44 (31.3% wasted)
ANI Fadeiconv-cruiser with size 70x44 (31.3% wasted)
ANI Fadeiconv-cruiser.ani with size 70x44 (31.3% wasted)
ANI iconV-AWAC with size 65x43 (32.8% wasted)
ANI fadeiconV-AWAC with size 65x43 (32.8% wasted)
ANI fadeiconV-AWAC.ani with size 65x43 (32.8% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconu-bigship with size 90x30 (6.3% wasted)
ANI Fadeiconu-bigship with size 90x30 (6.3% wasted)
ANI Fadeiconu-bigship.ani with size 90x30 (6.3% wasted)
ANI IconU-fighterw with size 75x72 (43.8% wasted)
ANI FadeiconU-FighterW with size 75x72 (43.8% wasted)
ANI FadeiconU-FighterW.ani with size 75x72 (43.8% wasted)
Frame 0 too long!!: frametime = 0.725 (0.725)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
Frame 0 too long!!: frametime = 0.394 (0.394)
Got event GS_EVENT_WEAPON_SELECTION (21) in state GS_STATE_SHIP_SELECT (11)
Frame 0 too long!!: frametime = 0.382 (0.382)
Frame 0 too long!!: frametime = 1.037 (1.037)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_WEAPON_SELECT (16)
Entering game at time = 120.395
Frame 1 too long!!: frametime = 0.693 (0.693)
504 frames executed in 30.026 seconds, 16.785 frames per second.
message 'tabia: incoming!' with invalid head. Fix by assigning persona to the message.
ANI Head-VC2a.ani with size 160x120 (6.3% wasted)
Warning: Too many triangles in shield hit.
message 'heket: incoming bad' with invalid head. Fix by assigning persona to the message.
ANI Head-VCb.ani with size 160x120 (6.3% wasted)
nothing ok to fire
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
nothing ok to fire
nothing ok to fire
Warning: Too many triangles in shield hit.
nothing ok to fire
ASSERTION: "Scene_depth_texture != 0" at gropengldraw.cpp:1467
Int3(): From d:\fso\scp bp branch\code\globalincs\windebug.cpp at line 963
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You could use www.pastebin.com , just paste your whole debug log there, click "Submit" and paste the link here!
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Why the hell is it referencing that texture in fallback mode? Sense this does not make....
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Sorry for the third page bump, but I thought I'd mention that this no longer seems to be a problem with the newest (27th January) build.