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 Post subject: 0.5 crash at startup
PostPosted: Wed Oct 26, 2011 8:18 pm 
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Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
When the game zooms into the character on the menu, the game crashes


Here is the Problem Signature that came with the default program crash screen. (Mainly because I forgot where the Log was.)
Code:
Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   rwr_game.exe
  Application Version:   0.0.0.0
  Application Timestamp:   4ea8329a
  Fault Module Name:   RenderSystem_Direct3D9.dll
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   4cd3ef26
  Exception Code:   c0000005
  Exception Offset:   0001fac7
  OS Version:   6.1.7600.2.0.0.768.3
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789

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JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
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 Post subject: Re: 0.5 crash at startup
PostPosted: Wed Oct 26, 2011 9:04 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Hmm, interesting. The log would help some bit I'd expect, on Vista and Windows 7 you can find it in "C:\ProgramData\Running with rifles", on XP it's either in "C:\Documents and Settings\All Users\Running with rifles" or "C:\Documents and Settings\All Users\Application Data\Running with rifles".

Was it you who had the peculiar graphics card that has pixel shader support but not vertex shader support? If so, I'd suspect the animation/skeleton optimization that I made which requires vertex shaders could cause something like this. The intention was that the old way would be still around in case the optimization can't be used. Maybe there's an issue there.


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 Post subject: Re: 0.5 crash at startup
PostPosted: Thu Oct 27, 2011 12:01 am 
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Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
pasik wrote:
Hmm, interesting. The log would help some bit I'd expect, on Vista and Windows 7 you can find it in "C:\ProgramData\Running with rifles", on XP it's either in "C:\Documents and Settings\All Users\Running with rifles" or "C:\Documents and Settings\All Users\Application Data\Running with rifles".

Was it you who had the peculiar graphics card that has pixel shader support but not vertex shader support? If so, I'd suspect the animation/skeleton optimization that I made which requires vertex shaders could cause something like this. The intention was that the old way would be still around in case the optimization can't be used. Maybe there's an issue there.

Yep that was me. :P

Game_Config log:

Code:
16:09:53: Creating resource group General
16:09:53: Creating resource group Internal
16:09:53: Creating resource group Autodetect
16:09:53: SceneManagerFactory for type 'DefaultSceneManager' registered.
16:09:53: Registering ResourceManager for type Material
16:09:53: Registering ResourceManager for type Mesh
16:09:53: Registering ResourceManager for type Skeleton
16:09:53: MovableObjectFactory for type 'ParticleSystem' registered.
16:09:53: OverlayElementFactory for type Panel registered.
16:09:53: OverlayElementFactory for type BorderPanel registered.
16:09:53: OverlayElementFactory for type TextArea registered.
16:09:53: Registering ResourceManager for type Font
16:09:53: ArchiveFactory for archive type FileSystem registered.
16:09:53: ArchiveFactory for archive type Zip registered.
16:09:53: DDS codec registering
16:09:53: FreeImage version: 3.13.1
16:09:53: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
16:09:53: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
16:09:53: Registering ResourceManager for type HighLevelGpuProgram
16:09:53: Registering ResourceManager for type Compositor
16:09:53: MovableObjectFactory for type 'Entity' registered.
16:09:53: MovableObjectFactory for type 'Light' registered.
16:09:53: MovableObjectFactory for type 'BillboardSet' registered.
16:09:53: MovableObjectFactory for type 'ManualObject' registered.
16:09:53: MovableObjectFactory for type 'BillboardChain' registered.
16:09:53: MovableObjectFactory for type 'RibbonTrail' registered.
16:09:53: *-*-* OGRE Initialising
16:09:53: *-*-* Version 1.7.2 (Cthugha)
16:09:53:                                         : Init dialog
16:09:53:                                         : Config file load ok
16:09:53:                                         : Loading plugin RenderSystem_Direct3D9
16:09:53: Loading library RenderSystem_Direct3D9
16:09:53: Installing plugin: D3D9 RenderSystem
16:09:53: D3D9 : Direct3D9 Rendering Subsystem created.
16:09:53: D3D9: Driver Detection Starts
16:09:53: D3D9: Driver Detection Ends
16:09:53: Plugin successfully installed
16:09:53:                                         : Locating Render system
16:09:53:                                         : Acceptable resolutions = 20
16:10:00: *-*-* OGRE Shutdown
16:10:00: Unregistering ResourceManager for type Compositor
16:10:00: Unregistering ResourceManager for type Font
16:10:00: Unregistering ResourceManager for type Skeleton
16:10:00: Unregistering ResourceManager for type Mesh
16:10:00: Unregistering ResourceManager for type HighLevelGpuProgram
16:10:00: Uninstalling plugin: D3D9 RenderSystem
16:10:00: D3D9 : Shutting down cleanly.
16:10:00: D3D9 : Direct3D9 Rendering Subsystem destroyed.
16:10:00: Plugin successfully uninstalled
16:10:00: Unloading library RenderSystem_Direct3D9
16:10:00: Unregistering ResourceManager for type Material

_________________
JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
Image
Proud to be a RwR forum moderator!


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 Profile  
 
 Post subject: Re: 0.5 crash at startup
PostPosted: Thu Oct 27, 2011 7:18 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The config log seems fine, how about rwr_game.log?


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 Post subject: Re: 0.5 crash at startup
PostPosted: Thu Oct 27, 2011 10:10 am 
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Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
pasik wrote:
The config log seems fine, how about rwr_game.log?


Sorry forgot to post that one D:

Code:
16:14:33: Creating resource group General
16:14:33: Creating resource group Internal
16:14:33: Creating resource group Autodetect
16:14:33: SceneManagerFactory for type 'DefaultSceneManager' registered.
16:14:33: Registering ResourceManager for type Material
16:14:33: Registering ResourceManager for type Mesh
16:14:33: Registering ResourceManager for type Skeleton
16:14:33: MovableObjectFactory for type 'ParticleSystem' registered.
16:14:33: OverlayElementFactory for type Panel registered.
16:14:33: OverlayElementFactory for type BorderPanel registered.
16:14:33: OverlayElementFactory for type TextArea registered.
16:14:33: Registering ResourceManager for type Font
16:14:33: ArchiveFactory for archive type FileSystem registered.
16:14:33: ArchiveFactory for archive type Zip registered.
16:14:33: DDS codec registering
16:14:33: FreeImage version: 3.13.1
16:14:33: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
16:14:33: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
16:14:33: Registering ResourceManager for type HighLevelGpuProgram
16:14:33: Registering ResourceManager for type Compositor
16:14:33: MovableObjectFactory for type 'Entity' registered.
16:14:33: MovableObjectFactory for type 'Light' registered.
16:14:33: MovableObjectFactory for type 'BillboardSet' registered.
16:14:33: MovableObjectFactory for type 'ManualObject' registered.
16:14:33: MovableObjectFactory for type 'BillboardChain' registered.
16:14:33: MovableObjectFactory for type 'RibbonTrail' registered.
16:14:33: *-*-* OGRE Initialising
16:14:33: *-*-* Version 1.7.2 (Cthugha)
16:14:33:                                         : initializing graphics
16:14:33:                                         : loading plugins
16:14:33: Loading library RenderSystem_Direct3D9
16:14:33: Installing plugin: D3D9 RenderSystem
16:14:33: D3D9 : Direct3D9 Rendering Subsystem created.
16:14:33: D3D9: Driver Detection Starts
16:14:33: D3D9: Driver Detection Ends
16:14:33: Plugin successfully installed
16:14:33: Loading library Plugin_CgProgramManager
16:14:33: Installing plugin: Cg Program Manager
16:14:33: Plugin successfully installed
16:14:33: Loading library Plugin_OctreeSceneManager
16:14:33: Installing plugin: Octree & Terrain Scene Manager
16:14:33: Plugin successfully installed
16:14:33: Loading library Plugin_ParticleFX
16:14:33: Installing plugin: ParticleFX
16:14:33: Particle Emitter Type 'Point' registered
16:14:33: Particle Emitter Type 'Box' registered
16:14:33: Particle Emitter Type 'Ellipsoid' registered
16:14:33: Particle Emitter Type 'Cylinder' registered
16:14:33: Particle Emitter Type 'Ring' registered
16:14:33: Particle Emitter Type 'HollowEllipsoid' registered
16:14:33: Particle Affector Type 'LinearForce' registered
16:14:33: Particle Affector Type 'ColourFader' registered
16:14:33: Particle Affector Type 'ColourFader2' registered
16:14:33: Particle Affector Type 'ColourImage' registered
16:14:33: Particle Affector Type 'ColourInterpolator' registered
16:14:33: Particle Affector Type 'Scaler' registered
16:14:33: Particle Affector Type 'Rotator' registered
16:14:33: Particle Affector Type 'DirectionRandomiser' registered
16:14:33: Particle Affector Type 'DeflectorPlane' registered
16:14:33: Plugin successfully installed
16:14:33:                                         : initializing render system
16:14:33: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
16:14:33: D3D9 : RenderSystem Option: Floating-point mode = Fastest
16:14:33: D3D9 : RenderSystem Option: FSAA = 0
16:14:33: D3D9 : RenderSystem Option: Full Screen = No
16:14:33: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
16:14:33: D3D9 : RenderSystem Option: VSync = Yes
16:14:33: D3D9 : RenderSystem Option: VSync Interval = 1
16:14:33: D3D9 : RenderSystem Option: Video Mode = 1280 x 1024 @ 32-bit colour
16:14:33:                                         : initializing render window
16:14:33: CPU Identifier & Features
16:14:33: -------------------------
16:14:33:  *   CPU ID: GenuineIntel: Pentium(R) Dual-Core  CPU      E5300  @ 2.60GHz
16:14:33:  *      SSE: yes
16:14:33:  *     SSE2: yes
16:14:33:  *     SSE3: yes
16:14:33:  *      MMX: yes
16:14:33:  *   MMXEXT: yes
16:14:33:  *    3DNOW: no
16:14:33:  * 3DNOWEXT: no
16:14:33:  *     CMOV: yes
16:14:33:  *      TSC: yes
16:14:33:  *      FPU: yes
16:14:33:  *      PRO: yes
16:14:33:  *       HT: no
16:14:33: -------------------------
16:14:33: D3D9 : Subsystem Initialising
16:14:33: Registering ResourceManager for type Texture
16:14:33: Registering ResourceManager for type GpuProgram
16:14:33: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x1024 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
16:14:33: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1264x946, 32bpp
16:14:33: RenderSystem capabilities
16:14:33: -------------------------
16:14:33: RenderSystem Name: Direct3D9 Rendering Subsystem
16:14:33: GPU Vendor: intel
16:14:33: Device Name: Monitor-1-Intel(R) G33/G31 Express Chipset Family
16:14:33: Driver Version: 8.15.10.1825
16:14:33:  * Fixed function pipeline: yes
16:14:33:  * Hardware generation of mipmaps: yes
16:14:33:  * Texture blending: yes
16:14:33:  * Anisotropic texture filtering: yes
16:14:33:  * Dot product texture operation: yes
16:14:33:  * Cube mapping: yes
16:14:33:  * Hardware stencil buffer: yes
16:14:33:    - Stencil depth: 8
16:14:33:    - Two sided stencil support: yes
16:14:33:    - Wrap stencil values: yes
16:14:33:  * Hardware vertex / index buffers: yes
16:14:33:  * Vertex programs: no
16:14:33:  * Number of floating-point constants for vertex programs: 15
16:14:33:  * Number of integer constants for vertex programs: 0
16:14:33:  * Number of boolean constants for vertex programs: 0
16:14:33:  * Fragment programs: yes
16:14:33:  * Number of floating-point constants for fragment programs: 32
16:14:33:  * Number of integer constants for fragment programs: 16
16:14:33:  * Number of boolean constants for fragment programs: 16
16:14:33:  * Geometry programs: no
16:14:33:  * Number of floating-point constants for geometry programs: 0
16:14:33:  * Number of integer constants for geometry programs: 0
16:14:33:  * Number of boolean constants for geometry programs: 0
16:14:33:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0
16:14:33:  * Texture Compression: yes
16:14:33:    - DXT: yes
16:14:33:    - VTC: no
16:14:33:    - PVRTC: no
16:14:33:  * Scissor Rectangle: yes
16:14:33:  * Hardware Occlusion Query: no
16:14:33:  * User clip planes: no
16:14:33:  * VET_UBYTE4 vertex element type: no
16:14:33:  * Infinite far plane projection: no
16:14:33:  * Hardware render-to-texture: yes
16:14:33:  * Floating point textures: no
16:14:33:  * Non-power-of-two textures: yes (limited)
16:14:33:  * Volume textures: yes
16:14:33:  * Multiple Render Targets: 1
16:14:33:    - With different bit depths: no
16:14:33:  * Point Sprites: yes
16:14:33:  * Extended point parameters: yes
16:14:33:  * Max Point Size: 10
16:14:33:  * Vertex texture fetch: no
16:14:33:  * Number of world matrices: 0
16:14:33:  * Number of texture units: 8
16:14:33:  * Stencil buffer depth: 8
16:14:33:  * Number of vertex blend matrices: 0
16:14:33:  * Render to Vertex Buffer : no
16:14:33:  * DirectX per stage constants: yes
16:14:33: ***************************************
16:14:33: *** D3D9 : Subsystem Initialised OK ***
16:14:33: ***************************************
16:14:33: DefaultWorkQueue('Root') initialising on thread 0032C0D8.
16:14:33: Particle Renderer Type 'billboard' registered
16:14:33: DefaultWorkQueue('Root')::WorkerFunc - thread 0033ABA0 starting.
16:14:33: SceneManagerFactory for type 'OctreeSceneManager' registered.
16:14:33: SceneManagerFactory for type 'TerrainSceneManager' registered.
16:14:33: Added resource location 'media' of type 'FileSystem' to resource group 'General'
16:14:33: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
16:14:33: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
16:14:33: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
16:14:33: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
16:14:33: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
16:14:33: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
16:14:33: Parsing scripts for resource group Autodetect
16:14:33: Finished parsing scripts for resource group Autodetect
16:14:33: Parsing scripts for resource group General
16:14:33: Parsing script AmbientOcclusion.program
16:14:33: Parsing script StdQuad_vp.program
16:14:33: Parsing script Intro.material
16:14:33: Parsing script AmbientOcclusion.material
16:14:33: Parsing script AmbientOcclusion.compositor
16:14:33: Finished parsing scripts for resource group General
16:14:33: Parsing scripts for resource group Internal
16:14:33: Finished parsing scripts for resource group Internal
16:14:33:                                         : initializing scene manager
16:14:33: TerrainSceneManager: Registered a new PageSource for type Heightmap
16:14:33: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.

16:14:33: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.

16:14:33: CompositorChain: Compositor AmbientOcclusion has no supported techniques.
16:14:33:                                         : initializing fonts
16:14:33: Font BasicFontusing texture size 2048x2048
16:14:33: DefaultWorkQueue('Root')::WorkerFunc - thread 0033AB70 starting.
16:14:33: Info: Freetype returned null for character 32 in font BasicFont
16:14:33: Info: Freetype returned null for character 160 in font BasicFont
16:14:33: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
16:14:33: Font BasicFontItalicusing texture size 2048x2048
16:14:33: Info: Freetype returned null for character 32 in font BasicFontItalic
16:14:33: Info: Freetype returned null for character 160 in font BasicFontItalic
16:14:33: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
16:14:33:                                         : initializing audio
16:14:34:                                         : initializing input
16:14:34:                                         : Map resource location set as media\maps\map1
16:14:34:                                         : Using save folder
16:14:34: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:14:34: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
16:14:34:                                         : latest available version: beta 0.5
16:14:34:                                         : application start done
16:14:34:                                         : rendering the first frame
16:14:34: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
16:14:34:                                         : first frame rendered ok
16:14:34:                                         : adding frame listener
16:14:34:                                         : run simulation
16:14:35:                                         : game init start
16:14:35: Creating resource group sessionResourceGroup
16:14:35: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup'
16:14:35: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
16:14:35: Initialising resource group sessionResourceGroup
16:14:35: Parsing scripts for resource group sessionResourceGroup
16:14:35: Parsing script NormalAndDepth.program
16:14:35: Parsing script soldieroutline.program
16:14:35: Parsing script soldierskin.program
16:14:35: Parsing script StdQuad_vp.program
16:14:35: Parsing script terrain.program
16:14:35: Parsing script Blood.material
16:14:35: Parsing script Branch.material
16:14:35: Parsing script BuildingBase.material
16:14:35: Parsing script Bullet.material
16:14:35: Parsing script BulletTrail.material
16:14:35: Parsing script BushPlant.material
16:14:35: Parsing script ChatBubble.material
16:14:35: Parsing script Container.material
16:14:35: Parsing script Crate.material
16:14:35: Parsing script Crosshair.material
16:14:35: Parsing script Dust.material
16:14:35: Parsing script Explosion.material
16:14:35: Parsing script FarmFence.material
16:14:35: Parsing script Flame.material
16:14:35: Parsing script GrassUp.material
16:14:35: Parsing script GrenadeCrate.material
16:14:35: Parsing script Hud.material
16:14:35: Parsing script lines.material
16:14:35: Parsing script MapView.material
16:14:35: Parsing script MenuSystem.material
16:14:35: Parsing script MultiStoryBuilding.material
16:14:35: Parsing script NormalAndDepth.material
16:14:35: Parsing script Piece.material
16:14:35: Parsing script Plant.material
16:14:35: Parsing script Platform.material
16:14:35: Parsing script PlayerFarMarker.material
16:14:35: Parsing script PlayerMarker.material
16:14:35: Parsing script RoadLine.material
16:14:35: Parsing script Rock.material
16:14:35: Parsing script SandBagWall.material
16:14:35: Parsing script SecurityFence.material
16:14:35: Parsing script ShadowBranch.material
16:14:35: Parsing script ShadowPixel.material
16:14:35: Parsing script ShadowPlant.material
16:14:35: Parsing script ShoePrint.material
16:14:35: Parsing script smoke.material
16:14:35: Parsing script Soldier3dPixel.material
16:14:35: Parsing script StoneWall.material
16:14:35: Parsing script terrain.material
16:14:35: Parsing script TreeGroundBase.material
16:14:35: Parsing script Trench.material
16:14:35: Parsing script Weapon3dPixel.material
16:14:35: Parsing script ZebraCrossing.material
16:14:35: Parsing script Burst.particle
16:14:35: Parsing script Dust.particle
16:14:35: Parsing script Explosion.particle
16:14:35: Parsing script MinorExplosion.particle
16:14:35: Parsing script Muzzle.particle
16:14:35: Finished parsing scripts for resource group sessionResourceGroup
16:14:35:                                         : initializing terrain
16:14:35: TerrainSceneManager: Activated PageSource Heightmap
16:14:35: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
16:14:35: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:14:35: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:35: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:14:35: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:35: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:14:35: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
16:14:35: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
16:14:35: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
16:14:35:                                         : names loaded
16:14:35:                                         : loading weapon specifications
16:14:35:                                         : weapon:AK47
16:14:35:                                         : weapon:G36
16:14:35:                                         : weapon:M240
16:14:35:                                         : weapon:MP5SD
16:14:35:                                         : weapon specifications loaded
16:14:35: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
16:14:35: D3D9 : ***** Dimensions altered by the render system
16:14:35: D3D9 : ***** Source image dimensions : 80x80
16:14:35: D3D9 : ***** Texture dimensions : 128x128
16:14:35: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
16:14:35: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:36:                                         : world loaded
16:14:36: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:36:                                         : worldblocks loaded
16:14:36: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:36: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:36:                                         : loading world objects
16:14:36:                                         : layer: materials
16:14:36:                                         : layer: dirt
16:14:36:                                         : layer: grass
16:14:36:                                         : layer: sand
16:14:36:                                         : layer: asphalt
16:14:36:                                         : layer: road
16:14:36:                                         : layer: height
16:14:36:                                         : layer: bases
16:14:36:                                         : layer: objects
16:14:36: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
16:14:36: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:36: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:14:36: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
16:14:36: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
16:14:36: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
16:14:36: Texture: multistorybuilding_dark_other.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
16:14:36: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
16:14:36: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
16:14:36: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:14:36: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:14:37: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:14:37: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:37: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:37: D3D9 : ***** Dimensions altered by the render system
16:14:37: D3D9 : ***** Source image dimensions : 181x256
16:14:37: D3D9 : ***** Texture dimensions : 256x256
16:14:37: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:37: D3D9 : ***** Dimensions altered by the render system
16:14:37: D3D9 : ***** Source image dimensions : 196x256
16:14:37: D3D9 : ***** Texture dimensions : 256x256
16:14:37: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:37: D3D9 : ***** Dimensions altered by the render system
16:14:37: D3D9 : ***** Source image dimensions : 196x256
16:14:37: D3D9 : ***** Texture dimensions : 256x256
16:14:37: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:37: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:37: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:38:                                         : layer: walls
16:14:38: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
16:14:38: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
16:14:38: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
16:14:40: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:14:40: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1.
16:14:40: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:40: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:48:                                         : soldiers loaded
16:14:48:                                         : crate debris loaded
16:14:48: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
16:14:48: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1.
16:14:48: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
16:14:48: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1.
16:14:48: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1.
16:14:48: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
16:14:48: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1.
16:14:48: Texture: map.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
16:14:48: Texture: mapview_goodies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:48: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
16:14:48: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
16:14:48: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
16:14:48: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:48: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:48: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
16:14:48: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:48: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:48: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:48:                                         : scene loaded
16:14:48:                                         : sounds loaded
16:14:48:                                         : settings loaded
16:14:48:                                         : game init done
16:14:48: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
16:14:48: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:48: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:48: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
16:14:48: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
16:14:48: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
16:14:49: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
16:14:49: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
16:14:49: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
16:14:49: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
16:14:50: Texture: hud_m240.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.

_________________
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As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
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 Post subject: Re: 0.5 crash at startup
PostPosted: Thu Oct 27, 2011 12:36 pm 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Thanks. I was actually hoping to get some more info from the log, but not this time I guess. Bunch of things that I sort of expected, certain shaders can't be used and some textures are forced to power of 2 dimensions, but nothing that would point to the crash clearly.

I still suspect it's the skeleton -- I'll add some more checks around the stuff that might cause this later today and I'll make a build or two for you to test, let's track this thing down, ok? :)


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 Post subject: Re: 0.5 crash at startup
PostPosted: Thu Oct 27, 2011 3:41 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
I sent you a private message with the link to the fix, let me know how it goes.


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 Post subject: Re: 0.5 crash at startup
PostPosted: Fri Oct 28, 2011 2:45 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Just for anyone else with this issue, the fix is a good one and it will be out this weekend, likely Sunday. Thanks Rendered!


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 Post subject: Re: 0.5 crash at startup
PostPosted: Mon Oct 31, 2011 2:22 am 
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Joined: Tue Jun 28, 2011 11:07 pm
Posts: 35
I just downloaded version 0.51, and I'm getting what appears to be the same crash.

The problem signature:
Code:
  Problem Event Name:   APPCRASH
  Application Name:   rwr_game.exe
  Application Version:   0.0.0.0
  Application Timestamp:   4eabee02
  Fault Module Name:   RenderSystem_Direct3D9.dll
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   4cd3ef26
  Exception Code:   c0000005
  Exception Offset:   0001fac7
  OS Version:   6.0.6002.2.2.0.768.3
  Locale ID:   1033
  Additional Information 1:   fd00
  Additional Information 2:   ea6f5fe8924aaa756324d57f87834160
  Additional Information 3:   fd00
  Additional Information 4:   ea6f5fe8924aaa756324d57f87834160
 


And the log:
Code:
21:02:18: Creating resource group General
21:02:18: Creating resource group Internal
21:02:18: Creating resource group Autodetect
21:02:18: SceneManagerFactory for type 'DefaultSceneManager' registered.
21:02:18: Registering ResourceManager for type Material
21:02:18: Registering ResourceManager for type Mesh
21:02:18: Registering ResourceManager for type Skeleton
21:02:18: MovableObjectFactory for type 'ParticleSystem' registered.
21:02:18: OverlayElementFactory for type Panel registered.
21:02:18: OverlayElementFactory for type BorderPanel registered.
21:02:18: OverlayElementFactory for type TextArea registered.
21:02:18: Registering ResourceManager for type Font
21:02:18: ArchiveFactory for archive type FileSystem registered.
21:02:18: ArchiveFactory for archive type Zip registered.
21:02:18: DDS codec registering
21:02:18: FreeImage version: 3.13.1
21:02:18: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
21:02:18: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
21:02:18: Registering ResourceManager for type HighLevelGpuProgram
21:02:18: Registering ResourceManager for type Compositor
21:02:18: MovableObjectFactory for type 'Entity' registered.
21:02:18: MovableObjectFactory for type 'Light' registered.
21:02:18: MovableObjectFactory for type 'BillboardSet' registered.
21:02:18: MovableObjectFactory for type 'ManualObject' registered.
21:02:18: MovableObjectFactory for type 'BillboardChain' registered.
21:02:18: MovableObjectFactory for type 'RibbonTrail' registered.
21:02:18: *-*-* OGRE Initialising
21:02:18: *-*-* Version 1.7.2 (Cthugha)
21:02:18:                                         : initializing graphics
21:02:18:                                         : loading plugins
21:02:18: Loading library RenderSystem_Direct3D9
21:02:18: Installing plugin: D3D9 RenderSystem
21:02:18: D3D9 : Direct3D9 Rendering Subsystem created.
21:02:19: D3D9: Driver Detection Starts
21:02:19: D3D9: Driver Detection Ends
21:02:19: Plugin successfully installed
21:02:19: Loading library Plugin_CgProgramManager
21:02:19: Installing plugin: Cg Program Manager
21:02:19: Plugin successfully installed
21:02:19: Loading library Plugin_OctreeSceneManager
21:02:19: Installing plugin: Octree & Terrain Scene Manager
21:02:19: Plugin successfully installed
21:02:19: Loading library Plugin_ParticleFX
21:02:19: Installing plugin: ParticleFX
21:02:19: Particle Emitter Type 'Point' registered
21:02:19: Particle Emitter Type 'Box' registered
21:02:19: Particle Emitter Type 'Ellipsoid' registered
21:02:19: Particle Emitter Type 'Cylinder' registered
21:02:19: Particle Emitter Type 'Ring' registered
21:02:19: Particle Emitter Type 'HollowEllipsoid' registered
21:02:19: Particle Affector Type 'LinearForce' registered
21:02:19: Particle Affector Type 'ColourFader' registered
21:02:19: Particle Affector Type 'ColourFader2' registered
21:02:19: Particle Affector Type 'ColourImage' registered
21:02:19: Particle Affector Type 'ColourInterpolator' registered
21:02:19: Particle Affector Type 'Scaler' registered
21:02:19: Particle Affector Type 'Rotator' registered
21:02:19: Particle Affector Type 'DirectionRandomiser' registered
21:02:19: Particle Affector Type 'DeflectorPlane' registered
21:02:19: Plugin successfully installed
21:02:19:                                         : initializing render system
21:02:20: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
21:02:20: D3D9 : RenderSystem Option: Floating-point mode = Fastest
21:02:20: D3D9 : RenderSystem Option: FSAA = 0
21:02:20: D3D9 : RenderSystem Option: Full Screen = Yes
21:02:20: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
21:02:20: D3D9 : RenderSystem Option: VSync = Yes
21:02:20: D3D9 : RenderSystem Option: VSync Interval = 1
21:02:20: D3D9 : RenderSystem Option: Video Mode = 1280 x 800 @ 32-bit colour
21:02:20:                                         : initializing render window
21:02:20: CPU Identifier & Features
21:02:20: -------------------------
21:02:20:  *   CPU ID: AuthenticAMD: AMD Turion(tm) 64 X2 Mobile Technology TL-58
21:02:20:  *      SSE: yes
21:02:20:  *     SSE2: yes
21:02:20:  *     SSE3: yes
21:02:20:  *      MMX: yes
21:02:20:  *   MMXEXT: yes
21:02:20:  *    3DNOW: yes
21:02:20:  * 3DNOWEXT: yes
21:02:20:  *     CMOV: yes
21:02:20:  *      TSC: yes
21:02:20:  *      FPU: yes
21:02:20:  *      PRO: yes
21:02:20:  *       HT: no
21:02:20: -------------------------
21:02:20: D3D9 : Subsystem Initialising
21:02:20: Registering ResourceManager for type Texture
21:02:20: Registering ResourceManager for type GpuProgram
21:02:20: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x800 fullscreen  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
21:02:20: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1280x800, 32bpp
21:02:20: D3D9 : Multi head disabled. It causes application run time crashes when used in Vista + SP 1 or 2 combination
21:02:21: RenderSystem capabilities
21:02:21: -------------------------
21:02:21: RenderSystem Name: Direct3D9 Rendering Subsystem
21:02:21: GPU Vendor: ati
21:02:21: Device Name: Monitor-1-ATI Radeon X1200 Series
21:02:21: Driver Version: 8.14.10.647
21:02:21:  * Fixed function pipeline: yes
21:02:21:  * Hardware generation of mipmaps: yes
21:02:21:  * Texture blending: yes
21:02:21:  * Anisotropic texture filtering: yes
21:02:21:  * Dot product texture operation: yes
21:02:21:  * Cube mapping: yes
21:02:21:  * Hardware stencil buffer: yes
21:02:21:    - Stencil depth: 8
21:02:21:    - Two sided stencil support: yes
21:02:21:    - Wrap stencil values: yes
21:02:21:  * Hardware vertex / index buffers: yes
21:02:21:  * Vertex programs: yes
21:02:21:  * Number of floating-point constants for vertex programs: 256
21:02:21:  * Number of integer constants for vertex programs: 16
21:02:21:  * Number of boolean constants for vertex programs: 16
21:02:21:  * Fragment programs: yes
21:02:21:  * Number of floating-point constants for fragment programs: 32
21:02:21:  * Number of integer constants for fragment programs: 16
21:02:21:  * Number of boolean constants for fragment programs: 16
21:02:21:  * Geometry programs: no
21:02:21:  * Number of floating-point constants for geometry programs: 0
21:02:21:  * Number of integer constants for geometry programs: 0
21:02:21:  * Number of boolean constants for geometry programs: 0
21:02:21:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_b ps_2_x vs_1_1 vs_2_0
21:02:21:  * Texture Compression: yes
21:02:21:    - DXT: yes
21:02:21:    - VTC: no
21:02:21:    - PVRTC: no
21:02:21:  * Scissor Rectangle: yes
21:02:21:  * Hardware Occlusion Query: yes
21:02:21:  * User clip planes: yes
21:02:21:  * VET_UBYTE4 vertex element type: yes
21:02:21:  * Infinite far plane projection: yes
21:02:21:  * Hardware render-to-texture: yes
21:02:21:  * Floating point textures: yes
21:02:21:  * Non-power-of-two textures: yes (limited)
21:02:21:  * Volume textures: yes
21:02:21:  * Multiple Render Targets: 4
21:02:21:    - With different bit depths: no
21:02:21:  * Point Sprites: yes
21:02:21:  * Extended point parameters: yes
21:02:21:  * Max Point Size: 10
21:02:21:  * Vertex texture fetch: no
21:02:21:  * Number of world matrices: 0
21:02:21:  * Number of texture units: 8
21:02:21:  * Stencil buffer depth: 8
21:02:21:  * Number of vertex blend matrices: 0
21:02:21:  * Render to Vertex Buffer : no
21:02:21:  * DirectX per stage constants: no
21:02:21: ***************************************
21:02:21: *** D3D9 : Subsystem Initialised OK ***
21:02:21: ***************************************
21:02:21: DefaultWorkQueue('Root') initialising on thread 00356398.
21:02:21: DefaultWorkQueue('Root')::WorkerFunc - thread 00353788 starting.
21:02:21: DefaultWorkQueue('Root')::WorkerFunc - thread 00353758 starting.
21:02:21: Particle Renderer Type 'billboard' registered
21:02:21: SceneManagerFactory for type 'OctreeSceneManager' registered.
21:02:21: SceneManagerFactory for type 'TerrainSceneManager' registered.
21:02:21: Added resource location 'media' of type 'FileSystem' to resource group 'General'
21:02:22: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
21:02:22: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
21:02:23: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
21:02:23: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
21:02:23: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
21:02:23: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
21:02:23: Parsing scripts for resource group Autodetect
21:02:23: Finished parsing scripts for resource group Autodetect
21:02:23: Parsing scripts for resource group General
21:02:23: Parsing script AmbientOcclusion.program
21:02:23: Parsing script StdQuad_vp.program
21:02:24: Parsing script Intro.material
21:02:24: Parsing script AmbientOcclusion.material
21:02:24: Parsing script AmbientOcclusion.compositor
21:02:24: Finished parsing scripts for resource group General
21:02:24: Parsing scripts for resource group Internal
21:02:24: Finished parsing scripts for resource group Internal
21:02:24:                                         : initializing scene manager
21:02:24: TerrainSceneManager: Registered a new PageSource for type Heightmap
21:02:24:                                         : initializing fonts
21:02:27: Font BasicFontusing texture size 2048x2048
21:02:27: Info: Freetype returned null for character 32 in font BasicFont
21:02:27: Info: Freetype returned null for character 160 in font BasicFont
21:02:27: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
21:02:28: Font BasicFontItalicusing texture size 2048x2048
21:02:28: Info: Freetype returned null for character 32 in font BasicFontItalic
21:02:28: Info: Freetype returned null for character 160 in font BasicFontItalic
21:02:28: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
21:02:28:                                         : initializing audio
21:02:30:                                         : initializing input
21:02:31:                                         : Map resource location set as media\maps\map1
21:02:31:                                         : Using save folder
21:02:31: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:02:31: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
21:02:32:                                         : latest available version: beta 0.51
21:02:32:                                         : application start done
21:02:32:                                         : rendering the first frame
21:02:33: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:02:34:                                         : first frame rendered ok
21:02:34:                                         : adding frame listener
21:02:34:                                         : run simulation
21:02:34:                                         : game init start
21:02:34: Creating resource group sessionResourceGroup
21:02:34: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup'
21:02:34: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
21:02:34: Initialising resource group sessionResourceGroup
21:02:34: Parsing scripts for resource group sessionResourceGroup
21:02:34: Parsing script NormalAndDepth.program
21:02:34: Parsing script soldieroutline.program
21:02:34: Parsing script soldierskin.program
21:02:34: Parsing script StdQuad_vp.program
21:02:34: Parsing script terrain.program
21:02:34: Parsing script Blood.material
21:02:34: Parsing script Branch.material
21:02:34: Parsing script BuildingBase.material
21:02:34: Parsing script Bullet.material
21:02:34: Parsing script BulletTrail.material
21:02:34: Parsing script BushPlant.material
21:02:34: Parsing script ChatBubble.material
21:02:34: Parsing script Container.material
21:02:34: Parsing script Crate.material
21:02:34: Parsing script Crosshair.material
21:02:34: Parsing script Dust.material
21:02:34: Parsing script Explosion.material
21:02:34: Parsing script FarmFence.material
21:02:34: Parsing script Flame.material
21:02:34: Parsing script GrassUp.material
21:02:34: Parsing script GrenadeCrate.material
21:02:35: Parsing script Hud.material
21:02:35: Parsing script lines.material
21:02:35: Parsing script MapView.material
21:02:35: Parsing script MenuSystem.material
21:02:35: Parsing script MultiStoryBuilding.material
21:02:35: Parsing script NormalAndDepth.material
21:02:35: Parsing script Piece.material
21:02:35: Parsing script Plant.material
21:02:35: Parsing script Platform.material
21:02:35: Parsing script PlayerFarMarker.material
21:02:35: Parsing script PlayerMarker.material
21:02:35: Parsing script RoadLine.material
21:02:35: Parsing script Rock.material
21:02:35: Parsing script SandBagWall.material
21:02:35: Parsing script SecurityFence.material
21:02:35: Parsing script ShadowBranch.material
21:02:35: Parsing script ShadowPixel.material
21:02:35: Parsing script ShadowPlant.material
21:02:35: Parsing script ShoePrint.material
21:02:35: Parsing script smoke.material
21:02:35: Parsing script Soldier3dPixel.material
21:02:35: Parsing script StoneWall.material
21:02:35: Parsing script terrain.material
21:02:35: Parsing script TreeGroundBase.material
21:02:35: Parsing script Trench.material
21:02:35: Parsing script Weapon3dPixel.material
21:02:35: Parsing script ZebraCrossing.material
21:02:35: Parsing script Burst.particle
21:02:35: Parsing script Dust.particle
21:02:35: Parsing script Explosion.particle
21:02:35: Parsing script MinorExplosion.particle
21:02:35: Parsing script Muzzle.particle
21:02:35: Finished parsing scripts for resource group sessionResourceGroup
21:02:35:                                         : initializing terrain
21:02:35: TerrainSceneManager: Activated PageSource Heightmap
21:02:35: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
21:02:35: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
21:02:35: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:35: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
21:02:35: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:35: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
21:02:35: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
21:02:35: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
21:02:35: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
21:02:36:                                         : names loaded
21:02:36:                                         : loading weapon specifications
21:02:36:                                         : weapon:AK47
21:02:36:                                         : weapon:G36
21:02:36:                                         : weapon:M240
21:02:36:                                         : weapon:MP5SD
21:02:36:                                         : weapon specifications loaded
21:02:36: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:02:36: D3D9 : ***** Dimensions altered by the render system
21:02:36: D3D9 : ***** Source image dimensions : 80x80
21:02:36: D3D9 : ***** Texture dimensions : 128x128
21:02:36: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:02:36: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:36:                                         : world loaded
21:02:36: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:02:36:                                         : worldblocks loaded
21:02:37: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:02:37: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:02:38: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:38: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:38:                                         : loading world objects
21:02:38:                                         : layer: materials
21:02:39:                                         : layer: dirt
21:02:39:                                         : layer: grass
21:02:39:                                         : layer: sand
21:02:39:                                         : layer: asphalt
21:02:39:                                         : layer: road
21:02:39:                                         : layer: height
21:02:39:                                         : layer: bases
21:02:39:                                         : layer: objects
21:02:39: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:02:39: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:39: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:02:39: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
21:02:39: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
21:02:39: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
21:02:39: Texture: multistorybuilding_dark_other.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
21:02:39: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:02:40: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:02:40: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:02:40: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:40: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:41: D3D9 : ***** Dimensions altered by the render system
21:02:41: D3D9 : ***** Source image dimensions : 181x256
21:02:41: D3D9 : ***** Texture dimensions : 256x256
21:02:41: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:41: D3D9 : ***** Dimensions altered by the render system
21:02:41: D3D9 : ***** Source image dimensions : 196x256
21:02:41: D3D9 : ***** Texture dimensions : 256x256
21:02:41: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:41: D3D9 : ***** Dimensions altered by the render system
21:02:41: D3D9 : ***** Source image dimensions : 196x256
21:02:41: D3D9 : ***** Texture dimensions : 256x256
21:02:41: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:41: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:41: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:42:                                         : layer: walls
21:02:42: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:02:42: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:02:42: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:02:45: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:02:45: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1.
21:02:45: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:02:46: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:58:                                         : soldiers loaded
21:02:58:                                         : crate debris loaded
21:02:58: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:02:58: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1.
21:02:58: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:02:58: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1.
21:02:58: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1.
21:02:58: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
21:02:58: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1.
21:02:58: Texture: map.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
21:02:58: Texture: mapview_goodies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:02:58: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:02:58: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:02:58: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:02:58: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:58: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:02:58: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:58: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:58: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:02:58: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:02:58: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:03:06: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:03:06: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
21:03:06: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:03:06: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:03:06: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:03:07:                                         : scene loaded
21:03:09:                                         : sounds loaded
21:03:09:                                         : settings loaded
21:03:09:                                         : game init done
21:03:11: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:03:11: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:03:11: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.


It loads up the main menu, the camera starts sliding over to my character, and then it crashes.


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 Post subject: Re: 0.5 crash at startup
PostPosted: Mon Oct 31, 2011 8:36 am 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Yours is likely a slightly different issue, as your graphics card has support for vertex shaders. Maybe it hits a limitation somewhere related to this skeleton optimization.

I'll create a custom build for you to try later today.


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