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RUNNING WITH RIFLES Multiplayer

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 Post subject: 0.58 Crashes on Startup
PostPosted: Sat Jan 28, 2012 5:03 pm 
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Joined: Sat Jan 28, 2012 5:00 pm
Posts: 2
Hey guys, I downloaded 0.58, it installed correctly and everything, but when I start up, it gives me an error message saying:
"Unrecoverable error occurred! See gamelog for details"
Would you like me to upload my gamelog file so you guys can see it? Or should I just email it to Pasik? Or does anyone know what this issue is about :P

Thanks.


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PostPosted: Sat Jan 28, 2012 5:15 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.
Just post it here. :P
Pasik checks both, but this would be easier. Post it in a
Code:
this

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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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PostPosted: Sat Jan 28, 2012 5:30 pm 
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Joined: Sat Jan 28, 2012 5:00 pm
Posts: 2
So like this? :P
Code:
12:01:34: Creating resource group General
12:01:34: Creating resource group Internal
12:01:34: Creating resource group Autodetect
12:01:34: SceneManagerFactory for type 'DefaultSceneManager' registered.
12:01:34: Registering ResourceManager for type Material
12:01:34: Registering ResourceManager for type Mesh
12:01:34: Registering ResourceManager for type Skeleton
12:01:34: MovableObjectFactory for type 'ParticleSystem' registered.
12:01:34: OverlayElementFactory for type Panel registered.
12:01:34: OverlayElementFactory for type BorderPanel registered.
12:01:34: OverlayElementFactory for type TextArea registered.
12:01:34: Registering ResourceManager for type Font
12:01:34: ArchiveFactory for archive type FileSystem registered.
12:01:34: ArchiveFactory for archive type Zip registered.
12:01:34: DDS codec registering
12:01:34: FreeImage version: 3.13.1
12:01:34: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
12:01:34: 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
12:01:34: Registering ResourceManager for type HighLevelGpuProgram
12:01:34: Registering ResourceManager for type Compositor
12:01:34: MovableObjectFactory for type 'Entity' registered.
12:01:34: MovableObjectFactory for type 'Light' registered.
12:01:34: MovableObjectFactory for type 'BillboardSet' registered.
12:01:34: MovableObjectFactory for type 'ManualObject' registered.
12:01:34: MovableObjectFactory for type 'BillboardChain' registered.
12:01:34: MovableObjectFactory for type 'RibbonTrail' registered.
12:01:34: *-*-* OGRE Initialising
12:01:34: *-*-* Version 1.7.2 (Cthugha)
12:01:34:                                         : initializing graphics
12:01:34:                                         : loading plugins
12:01:34: Loading library RenderSystem_Direct3D9
12:01:34: Installing plugin: D3D9 RenderSystem
12:01:34: D3D9 : Direct3D9 Rendering Subsystem created.
12:01:34: D3D9: Driver Detection Starts
12:01:34: D3D9: Driver Detection Ends
12:01:34: Plugin successfully installed
12:01:34: Loading library Plugin_CgProgramManager
12:01:34: Installing plugin: Cg Program Manager
12:01:34: Plugin successfully installed
12:01:34: Loading library Plugin_OctreeSceneManager
12:01:34: Installing plugin: Octree & Terrain Scene Manager
12:01:34: Plugin successfully installed
12:01:34: Loading library Plugin_ParticleFX
12:01:34: Installing plugin: ParticleFX
12:01:34: Particle Emitter Type 'Point' registered
12:01:34: Particle Emitter Type 'Box' registered
12:01:34: Particle Emitter Type 'Ellipsoid' registered
12:01:34: Particle Emitter Type 'Cylinder' registered
12:01:34: Particle Emitter Type 'Ring' registered
12:01:34: Particle Emitter Type 'HollowEllipsoid' registered
12:01:34: Particle Affector Type 'LinearForce' registered
12:01:34: Particle Affector Type 'ColourFader' registered
12:01:34: Particle Affector Type 'ColourFader2' registered
12:01:34: Particle Affector Type 'ColourImage' registered
12:01:34: Particle Affector Type 'ColourInterpolator' registered
12:01:34: Particle Affector Type 'Scaler' registered
12:01:34: Particle Affector Type 'Rotator' registered
12:01:34: Particle Affector Type 'DirectionRandomiser' registered
12:01:34: Particle Affector Type 'DeflectorPlane' registered
12:01:34: Plugin successfully installed
12:01:34:                                         : initializing render system
12:01:34: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
12:01:34: D3D9 : RenderSystem Option: Floating-point mode = Fastest
12:01:34: D3D9 : RenderSystem Option: FSAA = 8 [Quality]
12:01:34: D3D9 : RenderSystem Option: Full Screen = No
12:01:34: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
12:01:34: D3D9 : RenderSystem Option: VSync = Yes
12:01:34: D3D9 : RenderSystem Option: VSync Interval = 1
12:01:34: D3D9 : RenderSystem Option: Video Mode = 1440 x 900 @ 32-bit colour
12:01:34:                                         : initializing render window
12:01:34: CPU Identifier & Features
12:01:34: -------------------------
12:01:34:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     E8400  @ 3.00GHz
12:01:34:  *      SSE: yes
12:01:34:  *     SSE2: yes
12:01:34:  *     SSE3: yes
12:01:34:  *      MMX: yes
12:01:34:  *   MMXEXT: yes
12:01:34:  *    3DNOW: no
12:01:34:  * 3DNOWEXT: no
12:01:34:  *     CMOV: yes
12:01:34:  *      TSC: yes
12:01:34:  *      FPU: yes
12:01:34:  *      PRO: yes
12:01:34:  *       HT: no
12:01:34: -------------------------
12:01:34: D3D9 : Subsystem Initialising
12:01:34: Registering ResourceManager for type Texture
12:01:34: Registering ResourceManager for type GpuProgram
12:01:34: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2012", 1440x900 windowed  miscParams: FSAA=8 FSAAHint=[Quality] colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
12:01:34: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2012' : 1440x900, 32bpp
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT16_R
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT32_R
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT16_GR
12:01:34: D3D9: Vertex texture format supported - PF_FLOAT32_GR
12:01:34: RenderSystem capabilities
12:01:34: -------------------------
12:01:34: RenderSystem Name: Direct3D9 Rendering Subsystem
12:01:34: GPU Vendor: nvidia
12:01:34: Device Name: Monitor-1-NVIDIA GeForce GTS 250
12:01:34: Driver Version: 8.17.12.8562
12:01:34:  * Fixed function pipeline: yes
12:01:34:  * Hardware generation of mipmaps: yes
12:01:34:  * Texture blending: yes
12:01:34:  * Anisotropic texture filtering: yes
12:01:34:  * Dot product texture operation: yes
12:01:34:  * Cube mapping: yes
12:01:34:  * Hardware stencil buffer: yes
12:01:34:    - Stencil depth: 8
12:01:34:    - Two sided stencil support: yes
12:01:34:    - Wrap stencil values: yes
12:01:34:  * Hardware vertex / index buffers: yes
12:01:34:  * Vertex programs: yes
12:01:34:  * Number of floating-point constants for vertex programs: 256
12:01:34:  * Number of integer constants for vertex programs: 16
12:01:34:  * Number of boolean constants for vertex programs: 16
12:01:34:  * Fragment programs: yes
12:01:34:  * Number of floating-point constants for fragment programs: 224
12:01:34:  * Number of integer constants for fragment programs: 16
12:01:34:  * Number of boolean constants for fragment programs: 16
12:01:34:  * Geometry programs: no
12:01:34:  * Number of floating-point constants for geometry programs: 0
12:01:34:  * Number of integer constants for geometry programs: 0
12:01:34:  * Number of boolean constants for geometry programs: 0
12:01:34:  * 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
12:01:34:  * Texture Compression: yes
12:01:34:    - DXT: yes
12:01:34:    - VTC: no
12:01:34:    - PVRTC: no
12:01:34:  * Scissor Rectangle: yes
12:01:34:  * Hardware Occlusion Query: yes
12:01:34:  * User clip planes: yes
12:01:34:  * VET_UBYTE4 vertex element type: yes
12:01:34:  * Infinite far plane projection: yes
12:01:34:  * Hardware render-to-texture: yes
12:01:34:  * Floating point textures: yes
12:01:34:  * Non-power-of-two textures: yes
12:01:34:  * Volume textures: yes
12:01:34:  * Multiple Render Targets: 4
12:01:34:    - With different bit depths: yes
12:01:34:  * Point Sprites: yes
12:01:34:  * Extended point parameters: yes
12:01:34:  * Max Point Size: 10
12:01:34:  * Vertex texture fetch: yes
12:01:34:  * Number of world matrices: 0
12:01:34:  * Number of texture units: 8
12:01:34:  * Stencil buffer depth: 8
12:01:34:  * Number of vertex blend matrices: 0
12:01:34:    - Max vertex textures: 4
12:01:34:    - Vertex textures shared: no
12:01:34:  * Render to Vertex Buffer : no
12:01:34:  * DirectX per stage constants: yes
12:01:34: ***************************************
12:01:34: *** D3D9 : Subsystem Initialised OK ***
12:01:34: ***************************************
12:01:34: DefaultWorkQueue('Root') initialising on thread 00512A50.
12:01:34: DefaultWorkQueue('Root')::WorkerFunc - thread 0051F6F0 starting.
12:01:34: Particle Renderer Type 'billboard' registered
12:01:34: SceneManagerFactory for type 'OctreeSceneManager' registered.
12:01:34: SceneManagerFactory for type 'TerrainSceneManager' registered.
12:01:34: Added resource location 'media' of type 'FileSystem' to resource group 'General'
12:01:34: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
12:01:34: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
12:01:34: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
12:01:34: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
12:01:34: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
12:01:34: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
12:01:34: Parsing scripts for resource group Autodetect
12:01:34: Finished parsing scripts for resource group Autodetect
12:01:34: Parsing scripts for resource group General
12:01:34: Parsing script ShadowCaster.program
12:01:34: Parsing script AmbientOcclusion.program
12:01:34: Parsing script StdQuad_vp.program
12:01:34: Parsing script Intro.material
12:01:34: Parsing script ShadowCaster.material
12:01:34: Parsing script AmbientOcclusion.material
12:01:34: Parsing script AmbientOcclusion.compositor
12:01:34: Finished parsing scripts for resource group General
12:01:34: Parsing scripts for resource group Internal
12:01:34: Finished parsing scripts for resource group Internal
12:01:34:                                         : initializing scene manager
12:01:34: TerrainSceneManager: Registered a new PageSource for type Heightmap
12:01:34:                                         : initializing fonts
12:01:34: Font BasicFontusing texture size 2048x2048
12:01:34: Info: Freetype returned null for character 32 in font BasicFont
12:01:34: Info: Freetype returned null for character 160 in font BasicFont
12:01:34: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
12:01:34: Font BasicFontItalicusing texture size 2048x2048
12:01:34: Info: Freetype returned null for character 32 in font BasicFontItalic
12:01:34: Info: Freetype returned null for character 160 in font BasicFontItalic
12:01:34: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
12:01:34:                                         : initializing audio
12:01:34: DefaultWorkQueue('Root')::WorkerFunc - thread 0051F6C0 starting.
12:01:36:                                         : audio devices found: 3
12:01:36:                                         : audio enabled
12:01:36:                                         : 0: Speakers (SB X-Fi Xtreme Audio)
12:01:36:                                         : 1: Digital Audio Interface (SB X-Fi Xtreme Audio)
12:01:36:                                         : 2: Generic Software
12:01:36:                                         : using device 0
12:01:38:                                         : initializing input
12:01:38:                                         : Map resource location set as media\maps\map2
12:01:38:                                         : Using save folder map2
12:01:38: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:01:38: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
12:01:38:                                         : latest available version: beta 0.58
12:01:38:                                         : application start done
12:01:38:                                         : rendering the first frame
12:01:38:                                         : first frame rendered ok
12:01:38:                                         : adding frame listener
12:01:38:                                         : run simulation
12:01:39:                                         : game init start
12:01:39: Creating resource group sessionResourceGroup
12:01:39: Added resource location 'media\maps\map2' of type 'FileSystem' to resource group 'sessionResourceGroup'
12:01:39: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
12:01:39: Initialising resource group sessionResourceGroup
12:01:39: Parsing scripts for resource group sessionResourceGroup
12:01:39: Parsing script Building.program
12:01:39: Parsing script NormalAndDepth.program
12:01:39: Parsing script soldieroutline.program
12:01:39: Parsing script soldierskin.program
12:01:39: Parsing script StdQuad_vp.program
12:01:39: Parsing script terrain.program
12:01:39: Parsing script tools.program
12:01:40: Parsing script WaterArea.program
12:01:40: Parsing script BackContour.material
12:01:40: Parsing script Blood.material
12:01:40: Parsing script Branch.material
12:01:40: Parsing script Building.material
12:01:40: Parsing script BuildingBase.material
12:01:40: Parsing script Bullet.material
12:01:40: Parsing script BulletTrail.material
12:01:40: Parsing script BushPlant.material
12:01:40: Parsing script ChatBubble.material
12:01:40: Parsing script Container.material
12:01:40: Parsing script Cord.material
12:01:40: Parsing script Crate.material
12:01:40: Parsing script Crosshair.material
12:01:40: Parsing script Dust.material
12:01:40: Parsing script Explosion.material
12:01:40: Parsing script FarmFence.material
12:01:40: Parsing script Flame.material
12:01:40: Parsing script Foam.material
12:01:40: Parsing script GrassUp.material
12:01:40: Parsing script GrenadeCrate.material
12:01:40: Parsing script Hud.material
12:01:40: Parsing script lines.material
12:01:40: Parsing script MapView.material
12:01:40: Parsing script MenuSystem.material
12:01:40: Parsing script NormalAndDepth.material
12:01:40: Parsing script Piece.material
12:01:40: Parsing script Pipe.material
12:01:40: Parsing script Plant.material
12:01:40: Parsing script Platform.material
12:01:40: Parsing script PlayerFarMarker.material
12:01:40: Parsing script PlayerMarker.material
12:01:40: Parsing script RoadLine.material
12:01:40: Parsing script Rock.material
12:01:40: Parsing script SecurityFence.material
12:01:40: Parsing script ShadowPixel.material
12:01:40: Parsing script ShadowPlant.material
12:01:40: Parsing script ShoePrint.material
12:01:40: Parsing script smoke.material
12:01:40: Parsing script Soldier3dPixel.material
12:01:40: Parsing script terrain.material
12:01:40: Parsing script TreeGroundBase.material
12:01:40: Parsing script Trench.material
12:01:40: Parsing script Wall.material
12:01:40: Parsing script WaterArea.material
12:01:40: Parsing script Weapon3dPixel.material
12:01:40: Parsing script Weave.material
12:01:40: Parsing script ZebraCrossing.material
12:01:40: Parsing script Burst.particle
12:01:40: Parsing script Dust.particle
12:01:40: Parsing script Explosion.particle
12:01:40: Parsing script Foam.particle
12:01:40: Parsing script MinorExplosion.particle
12:01:40: Parsing script Muzzle.particle
12:01:40: Finished parsing scripts for resource group sessionResourceGroup
12:01:40:                                         : best usable soldier render technique: HighDetailHWSkin
12:01:40:                                         : HW skeleton supported: 1
12:01:40: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
12:01:40: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:01:40: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:01:40: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:01:40: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:01:40: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:01:40: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
12:01:40: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:01:40: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
12:01:40: Texture: isoline.png: Loading 1 faces(PF_R8G8B8,1x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1x256x1.
12:01:40:                                         : best usable terrain render technique: ShadersShadows
12:01:40:                                         : Integrated shadows supported: 1
12:01:40:                                         : initializing terrain
12:01:40: TerrainSceneManager: Activated PageSource Heightmap
12:01:40:                                         : r=12582
12:01:40:                                         : names loaded
12:01:40:                                         : loading weapon specifications
12:01:40:                                         : weapon:AK47
12:01:40:                                         : weapon:G36
12:01:40:                                         : weapon:M240
12:01:40:                                         : weapon:MP5SD
12:01:40:                                         : weapon specifications loaded
12:01:40:                                         : sounds loaded
12:01:40: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:01:40: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,80x80x1.
12:01:40: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:01:40:                                         : world loaded
12:01:40: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:01:40:                                         : worldblocks loaded
12:01:41: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:01:41: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:01:41:                                         : loading world objects
12:01:41:                                         : layer: materials
12:01:41: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:01:41: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:01:41:                                         : layer: dirt
12:01:41:                                         : layer: grass
12:01:41:                                         : layer: sand
12:01:41:                                         : layer: asphalt
12:01:41:                                         : layer: road
12:01:41:                                         : layer: height
12:01:41:                                         : layer: bases
12:01:41:                                         : layer: library
12:01:41:                                         : layer: layer
12:01:41:                                         : layer: walls
12:01:41: Texture: stonewall.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:01:41: Texture: stonewalltop.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1.
12:01:41: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:01:41: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:01:41: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:01:41: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
12:01:41: Texture: foam.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:01:42: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:01:42: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:01:43:                                         : layer: objects
12:01:43: Texture: building_plain.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:01:43: Texture: building_atlas.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:01:43: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:01:43: Texture: building_atlas2.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:01:47: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:01:47: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:01:47: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:01:47: Texture: weave.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:01:48: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1.
12:01:48: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
12:01:48: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
12:01:49: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:01:50:                                         : ERROR, handling contours, wall intersections within the outer contour not supported (yet): tracking name=rect9699, rect9741, rect9747
12:02:22: DefaultWorkQueue('Root') shutting down on thread 00512A50.
12:02:22: DefaultWorkQueue('Root')::WorkerFunc - thread 0051F6F0 stopped.
12:02:22: DefaultWorkQueue('Root')::WorkerFunc - thread 0051F6C0 stopped.
12:02:23: *-*-* OGRE Shutdown
12:02:23: Unregistering ResourceManager for type Compositor
12:02:23: Unregistering ResourceManager for type Font
12:02:23: Unregistering ResourceManager for type Skeleton
12:02:23: Unregistering ResourceManager for type Mesh
12:02:23: Unregistering ResourceManager for type HighLevelGpuProgram
12:02:23: Uninstalling plugin: ParticleFX
12:02:23: Plugin successfully uninstalled
12:02:23: Unloading library Plugin_ParticleFX
12:02:23: Uninstalling plugin: Octree & Terrain Scene Manager
12:02:23: Plugin successfully uninstalled
12:02:23: Unloading library Plugin_OctreeSceneManager
12:02:23: Uninstalling plugin: Cg Program Manager
12:02:23: Plugin successfully uninstalled
12:02:23: Unloading library Plugin_CgProgramManager
12:02:23: Uninstalling plugin: D3D9 RenderSystem
12:02:23: D3D9 : Shutting down cleanly.
12:02:23: Unregistering ResourceManager for type Texture
12:02:23: Unregistering ResourceManager for type GpuProgram
12:02:23: D3D9 : Direct3D9 Rendering Subsystem destroyed.
12:02:23: Plugin successfully uninstalled
12:02:23: Unloading library RenderSystem_Direct3D9
12:02:23: Unregistering ResourceManager for type Material


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PostPosted: Sat Jan 28, 2012 5:34 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.
Cilantro wrote:
So like this? :P
-snip-


Yep! :P

_________________
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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PostPosted: Sun Jan 29, 2012 11:49 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Hmh, the line "ERROR, handling contours, wall intersections within the outer contour not supported (yet): tracking name=rect9699, rect9741, rect9747" worries me a lot. That's a group of three rocks, and for some reason it seems to get generated differently on your PC.

I'll make a new build with some verbose logging for you to try, it should reveal where the map loader differs on your PC and mine.


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PostPosted: Sun Jan 29, 2012 7:37 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
This is the same problem as http://www.modulaatio.com/runningwithrifles/phpBB3/viewtopic.php?f=5&t=319 -- a fix will be included in 0.582 to be released as soon as possible!


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