Author Topic: [Solved] ATI M 4870 - Crash at mission load, "shader failed to link"  (Read 2355 times)

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[Solved] ATI M 4870 - Crash at mission load, "shader failed to link"
Just reinstalled FSO after a while via Turey's installer, new laptop and all, but I've run into a hard crash every time I load a campaign mission out of the Entry Hall. The first light of the loading bar lights up, then total freeze; after a few seconds the screen flashes and whites out and a totally nondescript message informs me that FSO has stopped responding.

Occasionally I catch another error saying my ATI Video driver has stopped responding as well; this might be important, but it's my first ATI machine and ...I don't know how to deal with it, sadly. Recently updated drivers, and I've had no issues in other games.

Most confusing is that I played the first mission of BP: War in Heaven with no issue, loaded the second, quit to check something---and upon restart of FSO, this problem hit.

Thanks!

Log, hopefully gen'd right, using just vanilla MediaVPs:
Code: [Select]
==========================================================================
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: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod MediaVPs_3612
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\MediaVPs_3612\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\FreeSpace2\' ... 18 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 0 files
Found 22 roots and 14392 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-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!
Initializing OpenGL graphics device at 1400x1050 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   : ATI Mobility Radeon HD 4870
  OpenGL Version    : 3.3.10362 Compatibility Profile Context

  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".
  Using 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".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
    Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
      Shader in_error!  Disabling normal maps and height maps!
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
    Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
    Shader failed to link:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
unexpected error.
unexpected error.

    ERROR! Unable to create shader program!
  Shaders Manager initialized.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 566
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Setting detail level to 3 because of new pilot
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0xbf8649d9 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 203
Ending mission message count : 240
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x1453d51d -- "fighter2t-05.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xa2f72c45, IBX checksum: 0x60533730 -- "Drone01.pof"
« Last Edit: February 04, 2011, 06:31:41 am by Jeff Vader »

 

Offline Jeff Vader

  • The Back of the Hero!
  • Moderator
  • 212
  • Bwahaha
Re: Crash at mission load?
Out of curiosity, what if you try running in fullscreen window (Launcher -> Features -> Dev Tool list type -> Run in fullscreen window)? I have some weird **** going on with my HD5770 and FSO, but some problems disappear when running in fullscreen window. I've heard suggestions that my GPU might be faulty and that I should remember to visit the shop some day about it.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 
Re: Crash at mission load?
The crash first hit in Fullscreen; I ran it windowed to follow the log generation guide to the letter.

Now what's really confusing is I just got through another two missions of BP before it suddenly crashed (again, no description why), this time during the mission itself. I think my system's having trouble with models... it went down as new fighters were jumping in. Thing is, I'm still confused why I sometimes can load up for briefing, and sometimes can't get off the intro screen.

Also, on said intro screen, anytime I attempt to call up models, it likely crashes [save the few attempts it went through, as I mentioned]. Model Viewer, Briefing, and Tech Room---Tech Room's weird because the automated speech loads up and goes through a whole thing even though the screen never loads or even crashes to white.  So I'm pretty sure models and my GPU are the issue.

Redownloading MediaVPs and BP didn't seem fix it, also; tried three times in various combinations.

 
Re: Crash at mission load?
I'm sorry to double post, but I still can't find a solution.

It seems to be the same issue as in this post, but I've tried putting various atioglxx.dll files in my FS2 folder and there's been no change. Also, I have tried drivers older than ATI 10.9; these drivers won't even load the main menu.

I'm running crossfired Mobility 4870 cards---updated subject to reflect it.

Anyone have any ideas?

 

Offline Fury

  • The Curmudgeon
  • 213
Re: ATI M 4870 - Crash at mission load, "shader failed to link"
You have two problems here.

1st: Shaders failing to link. This does NOT cause FSO to crash, it only means visual quality and performance is less than with shaders. You already found the solution to this problem in the topic you linked above. Please use the appropriate atioglxx.dll to fix the shader linking. After you have done this, your debug log should no longer have errors like this: "Vertex shader(s) failed to link, fragment shader(s) failed to link".

2nd: Crashing. To determine what exactly is crashing, since it seems to be random(ish), you need to run debug build until you encounter a crash. Unfortunately I doubt you can do this while playing Blue Planet, because it is due to framerate issues mostly unplayable with a debug build. You can however play Freespace 2 campaign with mediavps, framerate should be sufficiently high even with a debug build. Once you have encountered a crash while running a debug builld, please post the debug log here.

Edit: After re-reading your original post. You were alt-tabbing between applications weren't you? If you want to alt-tab, I suggest to use windowed mode in FSO. Alt-tabbing may not always work reliably when one of the applications is full-screen DX or OGL application. This isn't really FSO specific issue, these just happen sometimes.
« Last Edit: January 30, 2011, 11:50:45 pm by Fury »

 
Re: ATI M 4870 - Crash at mission load, "shader failed to link"
...I'd like to apologize for an oversight of my own. While running through my list of things to check, I forgot about Crossfire. Turning it off entirely solved the issue; with the atioglxx.dll in the folder, FS2 runs with absolutely no issue. Apparently, it simply doesn't play nice with FS2... or at least, on my system it doesn't.

Thanks for the help though!