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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sat Jan 28, 2012 3:28 pm 
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Joined: Mon Aug 08, 2011 9:46 pm
Posts: 25
what do I do?


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PostPosted: Sat Jan 28, 2012 3:32 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.
Go to C:\ProgramData\Running with rifles in your computer, and open up a .TXT file named rwr_game
Post the contents in a
Code:
code ( [code][/code] )
and Pasik will then be able to help you. :P

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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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Proud to be a RwR forum moderator!


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PostPosted: Sat Jan 28, 2012 3:48 pm 
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Joined: Mon Aug 08, 2011 9:46 pm
Posts: 25
Code:
10:47:16: Creating resource group General
10:47:16: Creating resource group Internal
10:47:16: Creating resource group Autodetect
10:47:16: SceneManagerFactory for type 'DefaultSceneManager' registered.
10:47:16: Registering ResourceManager for type Material
10:47:16: Registering ResourceManager for type Mesh
10:47:16: Registering ResourceManager for type Skeleton
10:47:16: MovableObjectFactory for type 'ParticleSystem' registered.
10:47:16: OverlayElementFactory for type Panel registered.
10:47:16: OverlayElementFactory for type BorderPanel registered.
10:47:16: OverlayElementFactory for type TextArea registered.
10:47:16: Registering ResourceManager for type Font
10:47:16: ArchiveFactory for archive type FileSystem registered.
10:47:16: ArchiveFactory for archive type Zip registered.
10:47:16: DDS codec registering
10:47:16: FreeImage version: 3.13.1
10:47:16: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
10:47:16: 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
10:47:16: Registering ResourceManager for type HighLevelGpuProgram
10:47:16: Registering ResourceManager for type Compositor
10:47:16: MovableObjectFactory for type 'Entity' registered.
10:47:16: MovableObjectFactory for type 'Light' registered.
10:47:16: MovableObjectFactory for type 'BillboardSet' registered.
10:47:16: MovableObjectFactory for type 'ManualObject' registered.
10:47:16: MovableObjectFactory for type 'BillboardChain' registered.
10:47:16: MovableObjectFactory for type 'RibbonTrail' registered.
10:47:16: *-*-* OGRE Initialising
10:47:16: *-*-* Version 1.7.2 (Cthugha)
10:47:16:                                         : initializing graphics
10:47:16:                                         : loading plugins
10:47:16: Loading library RenderSystem_Direct3D9
10:47:16: Installing plugin: D3D9 RenderSystem
10:47:16: D3D9 : Direct3D9 Rendering Subsystem created.
10:47:16: D3D9: Driver Detection Starts
10:47:16: D3D9: Driver Detection Ends
10:47:16: Plugin successfully installed
10:47:16: Loading library Plugin_CgProgramManager
10:47:16: Installing plugin: Cg Program Manager
10:47:16: Plugin successfully installed
10:47:16: Loading library Plugin_OctreeSceneManager
10:47:16: Installing plugin: Octree & Terrain Scene Manager
10:47:16: Plugin successfully installed
10:47:16: Loading library Plugin_ParticleFX
10:47:16: Installing plugin: ParticleFX
10:47:16: Particle Emitter Type 'Point' registered
10:47:16: Particle Emitter Type 'Box' registered
10:47:16: Particle Emitter Type 'Ellipsoid' registered
10:47:16: Particle Emitter Type 'Cylinder' registered
10:47:16: Particle Emitter Type 'Ring' registered
10:47:16: Particle Emitter Type 'HollowEllipsoid' registered
10:47:16: Particle Affector Type 'LinearForce' registered
10:47:16: Particle Affector Type 'ColourFader' registered
10:47:16: Particle Affector Type 'ColourFader2' registered
10:47:16: Particle Affector Type 'ColourImage' registered
10:47:16: Particle Affector Type 'ColourInterpolator' registered
10:47:16: Particle Affector Type 'Scaler' registered
10:47:16: Particle Affector Type 'Rotator' registered
10:47:16: Particle Affector Type 'DirectionRandomiser' registered
10:47:16: Particle Affector Type 'DeflectorPlane' registered
10:47:16: Plugin successfully installed
10:47:16:                                         : initializing render system
10:47:16: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
10:47:16: D3D9 : RenderSystem Option: Floating-point mode = Fastest
10:47:16: D3D9 : RenderSystem Option: FSAA = 8 [Quality]
10:47:16: D3D9 : RenderSystem Option: Full Screen = No
10:47:16: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
10:47:16: D3D9 : RenderSystem Option: VSync = Yes
10:47:16: D3D9 : RenderSystem Option: VSync Interval = 1
10:47:16: D3D9 : RenderSystem Option: Video Mode = 1400 x 1050 @ 32-bit colour
10:47:16:                                         : initializing render window
10:47:16: CPU Identifier & Features
10:47:16: -------------------------
10:47:16:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i7 CPU       Q 720  @ 1.60GHz
10:47:16:  *      SSE: yes
10:47:16:  *     SSE2: yes
10:47:16:  *     SSE3: yes
10:47:16:  *      MMX: yes
10:47:16:  *   MMXEXT: yes
10:47:16:  *    3DNOW: no
10:47:16:  * 3DNOWEXT: no
10:47:16:  *     CMOV: yes
10:47:16:  *      TSC: yes
10:47:16:  *      FPU: yes
10:47:16:  *      PRO: yes
10:47:16:  *       HT: no
10:47:16: -------------------------
10:47:16: D3D9 : Subsystem Initialising
10:47:16: Registering ResourceManager for type Texture
10:47:16: Registering ResourceManager for type GpuProgram
10:47:16: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2012", 1400x1050 windowed  miscParams: FSAA=8 FSAAHint=[Quality] colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
10:47:16: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2012' : 1400x987, 32bpp
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT16_R
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT32_R
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT16_GR
10:47:16: D3D9: Vertex texture format supported - PF_FLOAT32_GR
10:47:16: RenderSystem capabilities
10:47:16: -------------------------
10:47:16: RenderSystem Name: Direct3D9 Rendering Subsystem
10:47:16: GPU Vendor: nvidia
10:47:16: Device Name: Monitor-1-NVIDIA GeForce GTS 360M
10:47:16: Driver Version: 8.17.12.9053
10:47:16:  * Fixed function pipeline: yes
10:47:16:  * Hardware generation of mipmaps: yes
10:47:16:  * Texture blending: yes
10:47:16:  * Anisotropic texture filtering: yes
10:47:16:  * Dot product texture operation: yes
10:47:16:  * Cube mapping: yes
10:47:16:  * Hardware stencil buffer: yes
10:47:16:    - Stencil depth: 8
10:47:16:    - Two sided stencil support: yes
10:47:16:    - Wrap stencil values: yes
10:47:16:  * Hardware vertex / index buffers: yes
10:47:16:  * Vertex programs: yes
10:47:16:  * Number of floating-point constants for vertex programs: 256
10:47:16:  * Number of integer constants for vertex programs: 16
10:47:16:  * Number of boolean constants for vertex programs: 16
10:47:16:  * Fragment programs: yes
10:47:16:  * Number of floating-point constants for fragment programs: 224
10:47:16:  * Number of integer constants for fragment programs: 16
10:47:16:  * Number of boolean constants for fragment programs: 16
10:47:16:  * Geometry programs: no
10:47:16:  * Number of floating-point constants for geometry programs: 0
10:47:16:  * Number of integer constants for geometry programs: 0
10:47:16:  * Number of boolean constants for geometry programs: 0
10:47:16:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
10:47:16:  * Texture Compression: yes
10:47:16:    - DXT: yes
10:47:16:    - VTC: no
10:47:16:    - PVRTC: no
10:47:16:  * Scissor Rectangle: yes
10:47:16:  * Hardware Occlusion Query: yes
10:47:16:  * User clip planes: yes
10:47:16:  * VET_UBYTE4 vertex element type: yes
10:47:16:  * Infinite far plane projection: yes
10:47:16:  * Hardware render-to-texture: yes
10:47:16:  * Floating point textures: yes
10:47:16:  * Non-power-of-two textures: yes
10:47:16:  * Volume textures: yes
10:47:16:  * Multiple Render Targets: 4
10:47:16:    - With different bit depths: yes
10:47:16:  * Point Sprites: yes
10:47:16:  * Extended point parameters: yes
10:47:16:  * Max Point Size: 10
10:47:16:  * Vertex texture fetch: yes
10:47:16:  * Number of world matrices: 0
10:47:16:  * Number of texture units: 8
10:47:16:  * Stencil buffer depth: 8
10:47:16:  * Number of vertex blend matrices: 0
10:47:16:    - Max vertex textures: 4
10:47:16:    - Vertex textures shared: no
10:47:16:  * Render to Vertex Buffer : no
10:47:16:  * DirectX per stage constants: yes
10:47:16: ***************************************
10:47:16: *** D3D9 : Subsystem Initialised OK ***
10:47:16: ***************************************
10:47:16: DefaultWorkQueue('Root') initialising on thread 006F9CF8.
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 007009D8 starting.
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00700A08 starting.
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00700A68 starting.
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00700AC8 starting.
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00700B28 starting.
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00700B88 starting.
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00700BE8 starting.
10:47:16: Particle Renderer Type 'billboard' registered
10:47:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00700C48 starting.
10:47:16: SceneManagerFactory for type 'OctreeSceneManager' registered.
10:47:16: SceneManagerFactory for type 'TerrainSceneManager' registered.
10:47:16: Added resource location 'media' of type 'FileSystem' to resource group 'General'
10:47:16: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
10:47:16: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
10:47:16: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
10:47:16: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
10:47:16: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
10:47:16: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
10:47:16: Parsing scripts for resource group Autodetect
10:47:16: Finished parsing scripts for resource group Autodetect
10:47:16: Parsing scripts for resource group General
10:47:16: Parsing script ShadowCaster.program
10:47:16: Parsing script AmbientOcclusion.program
10:47:16: Parsing script StdQuad_vp.program
10:47:16: Parsing script Intro.material
10:47:16: Parsing script ShadowCaster.material
10:47:16: Parsing script AmbientOcclusion.material
10:47:16: Parsing script AmbientOcclusion.compositor
10:47:16: Finished parsing scripts for resource group General
10:47:16: Parsing scripts for resource group Internal
10:47:16: Finished parsing scripts for resource group Internal
10:47:16:                                         : initializing scene manager
10:47:16: TerrainSceneManager: Registered a new PageSource for type Heightmap
10:47:16:                                         : initializing fonts
10:47:16: Font BasicFontusing texture size 2048x2048
10:47:16: Info: Freetype returned null for character 32 in font BasicFont
10:47:16: Info: Freetype returned null for character 160 in font BasicFont
10:47:16: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
10:47:16: Font BasicFontItalicusing texture size 2048x2048
10:47:16: Info: Freetype returned null for character 32 in font BasicFontItalic
10:47:16: Info: Freetype returned null for character 160 in font BasicFontItalic
10:47:16: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
10:47:16:                                         : initializing audio
10:47:19:                                         : audio devices found: 3
10:47:19:                                         : audio enabled
10:47:19:                                         : 0: Speakers (Logitech USB Headset)
10:47:19:                                         : 1: Speakers (Realtek High Definition Audio)
10:47:19:                                         : 2: Generic Software
10:47:19:                                         : using device 0
10:47:22:                                         : initializing input
10:47:22:                                         : Map resource location set as media\maps\map1
10:47:22:                                         : Using save folder map1
10:47:22: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
10:47:22: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
10:47:23:                                         : latest available version: beta 0.58
10:47:23:                                         : application start done
10:47:23:                                         : rendering the first frame
10:47:23:                                         : first frame rendered ok
10:47:23:                                         : adding frame listener
10:47:23:                                         : run simulation
10:47:23: DefaultWorkQueue('Root') shutting down on thread 006F9CF8.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 00700B28 stopped.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 00700A68 stopped.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 00700C48 stopped.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 00700A08 stopped.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 00700B88 stopped.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 007009D8 stopped.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 00700AC8 stopped.
10:47:23: DefaultWorkQueue('Root')::WorkerFunc - thread 00700BE8 stopped.
10:47:23: *-*-* OGRE Shutdown
10:47:23: Unregistering ResourceManager for type Compositor
10:47:23: Unregistering ResourceManager for type Font
10:47:23: Unregistering ResourceManager for type Skeleton
10:47:23: Unregistering ResourceManager for type Mesh
10:47:23: Unregistering ResourceManager for type HighLevelGpuProgram
10:47:23: Uninstalling plugin: ParticleFX
10:47:23: Plugin successfully uninstalled
10:47:23: Unloading library Plugin_ParticleFX
10:47:23: Uninstalling plugin: Octree & Terrain Scene Manager
10:47:23: Plugin successfully uninstalled
10:47:23: Unloading library Plugin_OctreeSceneManager
10:47:23: Uninstalling plugin: Cg Program Manager
10:47:23: Plugin successfully uninstalled
10:47:23: Unloading library Plugin_CgProgramManager
10:47:23: Uninstalling plugin: D3D9 RenderSystem
10:47:23: D3D9 : Shutting down cleanly.
10:47:23: Unregistering ResourceManager for type Texture
10:47:23: Unregistering ResourceManager for type GpuProgram
10:47:23: D3D9 : Direct3D9 Rendering Subsystem destroyed.
10:47:23: Plugin successfully uninstalled
10:47:23: Unloading library RenderSystem_Direct3D9
10:47:23: Unregistering ResourceManager for type Material


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PostPosted: Sun Jan 29, 2012 11:41 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The first thing that hits me in the eye is the audio devices stuff. RWR is supposed to automatically find the Generic software device to use, but it might be going for the device that's at index 0 if you have a config.xml made by older RWR version.

You might want to try editing config.xml in the same directory where rwr_game.log was, and set the audiodevice line to
<audiodevice value="255" />

EDIT: just now read the topic, that the crash happens when trying to change maps.. There's something really odd about the log, that the map1 seems to have been selected initially, but it doesn't get to even start to load that when it already crashes. That sounds like the crash happens very early during the load screen and you don't get to access the game at all?


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PostPosted: Sun Jan 29, 2012 2:52 pm 
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Joined: Mon Aug 08, 2011 9:46 pm
Posts: 25
the game works on the first map, maybe its saying that because whenever I open the game its not responding at first but its fine after like a couple seconds

when changing maps it loads for a little bit then crashes, but other than changing the map the game works fine.


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PostPosted: Sun Jan 29, 2012 7:35 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
After some trial and error with gedet (THANKS FOR THE HELP!), the core issue was found and a working fix was implemented -- it will be included in the 0.582 to be released as soon as possible!

This was actually the exact same problem as here http://www.modulaatio.com/runningwithrifles/phpBB3/viewtopic.php?f=5&t=322


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PostPosted: Sun Jan 29, 2012 7:42 pm 
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Joined: Mon Aug 08, 2011 9:46 pm
Posts: 25
thanks for being such good support and for fixing it :)


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