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RUNNING WITH RIFLES Multiplayer

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PostPosted: Fri Apr 27, 2012 1:45 am 
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Joined: Fri Apr 27, 2012 1:42 am
Posts: 5
Call me foolish, but for the life of me, I can't figure out what's wrong.

I bought the game today, and I started playing, but after a very short time, RWR either crashes or freezes my PC to the point that I have to manually reset it.

Any help would be appreciated very much. Thanks!


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PostPosted: Fri Apr 27, 2012 1:59 am 
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Joined: Fri Apr 27, 2012 1:42 am
Posts: 5
I looked around on the forums, and the config.log tells me this:

Code:
21:34:35: Creating resource group General
21:34:35: Creating resource group Internal
21:34:35: Creating resource group Autodetect
21:34:35: SceneManagerFactory for type 'DefaultSceneManager' registered.
21:34:35: Registering ResourceManager for type Material
21:34:35: Registering ResourceManager for type Mesh
21:34:35: Registering ResourceManager for type Skeleton
21:34:35: MovableObjectFactory for type 'ParticleSystem' registered.
21:34:35: OverlayElementFactory for type Panel registered.
21:34:35: OverlayElementFactory for type BorderPanel registered.
21:34:35: OverlayElementFactory for type TextArea registered.
21:34:35: Registering ResourceManager for type Font
21:34:35: ArchiveFactory for archive type FileSystem registered.
21:34:35: ArchiveFactory for archive type Zip registered.
21:34:35: DDS codec registering
21:34:35: FreeImage version: 3.13.1
21:34:35: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
21:34:35: 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
21:34:35: Registering ResourceManager for type HighLevelGpuProgram
21:34:35: Registering ResourceManager for type Compositor
21:34:35: MovableObjectFactory for type 'Entity' registered.
21:34:35: MovableObjectFactory for type 'Light' registered.
21:34:35: MovableObjectFactory for type 'BillboardSet' registered.
21:34:35: MovableObjectFactory for type 'ManualObject' registered.
21:34:35: MovableObjectFactory for type 'BillboardChain' registered.
21:34:35: MovableObjectFactory for type 'RibbonTrail' registered.
21:34:35: *-*-* OGRE Initialising
21:34:35: *-*-* Version 1.7.2 (Cthugha)
21:34:35:                                         : Config file load ok
21:34:35:                                         : Loading plugin RenderSystem_Direct3D9
21:34:35: Loading library RenderSystem_Direct3D9
21:34:35: Installing plugin: D3D9 RenderSystem
21:34:35: D3D9 : Direct3D9 Rendering Subsystem created.
21:34:35: D3D9: Driver Detection Starts
21:34:35: D3D9: Driver Detection Ends
21:34:35: Plugin successfully installed
21:34:35:                                         : Locating Render system
21:34:35:                                         : Acceptable resolutions = 44
21:34:37: *-*-* OGRE Shutdown
21:34:37: Unregistering ResourceManager for type Compositor
21:34:37: Unregistering ResourceManager for type Font
21:34:37: Unregistering ResourceManager for type Skeleton
21:34:37: Unregistering ResourceManager for type Mesh
21:34:37: Unregistering ResourceManager for type HighLevelGpuProgram
21:34:37: Uninstalling plugin: D3D9 RenderSystem
21:34:37: D3D9 : Shutting down cleanly.
21:34:37: D3D9 : Direct3D9 Rendering Subsystem destroyed.
21:34:37: Plugin successfully uninstalled
21:34:37: Unloading library RenderSystem_Direct3D9
21:34:37: Unregistering ResourceManager for type Material


Hopefully this will speed things along a little bit towards finding out what the problem is. I'm dying to play this game!


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PostPosted: Fri Apr 27, 2012 10:21 am 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Hi camelfilters and welcome to the forum! :)

Can you also locate rwr_game.log in the same place you found the config log? Please copy&paste that too here on the forum or send the file to pasi.kainiemi@modulaatio.com.

Did you get to actually play the game at all or does it crash/freeze in the loading screen?

Also, did you try the demo at all, was it working just fine?


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PostPosted: Fri Apr 27, 2012 5:28 pm 
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Joined: Fri Apr 27, 2012 1:42 am
Posts: 5
Thanks for the warm welcome and the quick response. :)

game.log is as follows:

Code:
00:40:07: Creating resource group General
00:40:07: Creating resource group Internal
00:40:07: Creating resource group Autodetect
00:40:07: SceneManagerFactory for type 'DefaultSceneManager' registered.
00:40:07: Registering ResourceManager for type Material
00:40:07: Registering ResourceManager for type Mesh
00:40:07: Registering ResourceManager for type Skeleton
00:40:07: MovableObjectFactory for type 'ParticleSystem' registered.
00:40:07: OverlayElementFactory for type Panel registered.
00:40:07: OverlayElementFactory for type BorderPanel registered.
00:40:07: OverlayElementFactory for type TextArea registered.
00:40:07: Registering ResourceManager for type Font
00:40:07: ArchiveFactory for archive type FileSystem registered.
00:40:07: ArchiveFactory for archive type Zip registered.
00:40:07: DDS codec registering
00:40:07: FreeImage version: 3.13.1
00:40:07: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
00:40:07: 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
00:40:07: Registering ResourceManager for type HighLevelGpuProgram
00:40:07: Registering ResourceManager for type Compositor
00:40:07: MovableObjectFactory for type 'Entity' registered.
00:40:07: MovableObjectFactory for type 'Light' registered.
00:40:07: MovableObjectFactory for type 'BillboardSet' registered.
00:40:07: MovableObjectFactory for type 'ManualObject' registered.
00:40:07: MovableObjectFactory for type 'BillboardChain' registered.
00:40:07: MovableObjectFactory for type 'RibbonTrail' registered.
00:40:07: *-*-* OGRE Initialising
00:40:07: *-*-* Version 1.7.2 (Cthugha)
00:40:07:                                         : initializing graphics
00:40:07:                                         : loading plugins
00:40:07: Loading library RenderSystem_Direct3D9
00:40:07: Installing plugin: D3D9 RenderSystem
00:40:07: D3D9 : Direct3D9 Rendering Subsystem created.
00:40:07: D3D9: Driver Detection Starts
00:40:07: D3D9: Driver Detection Ends
00:40:07: Plugin successfully installed
00:40:07: Loading library Plugin_CgProgramManager
00:40:07: Installing plugin: Cg Program Manager
00:40:07: Plugin successfully installed
00:40:07: Loading library Plugin_OctreeSceneManager
00:40:07: Installing plugin: Octree & Terrain Scene Manager
00:40:07: Plugin successfully installed
00:40:07: Loading library Plugin_ParticleFX
00:40:07: Installing plugin: ParticleFX
00:40:07: Particle Emitter Type 'Point' registered
00:40:07: Particle Emitter Type 'Box' registered
00:40:07: Particle Emitter Type 'Ellipsoid' registered
00:40:07: Particle Emitter Type 'Cylinder' registered
00:40:07: Particle Emitter Type 'Ring' registered
00:40:07: Particle Emitter Type 'HollowEllipsoid' registered
00:40:07: Particle Affector Type 'LinearForce' registered
00:40:07: Particle Affector Type 'ColourFader' registered
00:40:07: Particle Affector Type 'ColourFader2' registered
00:40:07: Particle Affector Type 'ColourImage' registered
00:40:07: Particle Affector Type 'ColourInterpolator' registered
00:40:07: Particle Affector Type 'Scaler' registered
00:40:07: Particle Affector Type 'Rotator' registered
00:40:07: Particle Affector Type 'DirectionRandomiser' registered
00:40:07: Particle Affector Type 'DeflectorPlane' registered
00:40:07: Plugin successfully installed
00:40:07:                                         : initializing render system
00:40:07: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
00:40:07: D3D9 : RenderSystem Option: Floating-point mode = Fastest
00:40:07: D3D9 : RenderSystem Option: FSAA = 4
00:40:07: D3D9 : RenderSystem Option: Full Screen = No
00:40:07: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
00:40:07: D3D9 : RenderSystem Option: VSync = No
00:40:07: D3D9 : RenderSystem Option: Video Mode = 1440 x 900 @ 32-bit colour
00:40:07:                                         : initializing render window
00:40:07: CPU Identifier & Features
00:40:07: -------------------------
00:40:07:  *   CPU ID: AuthenticAMD: AMD A6-3650 APU with Radeon(tm) HD Graphics
00:40:07:  *      SSE: yes
00:40:07:  *     SSE2: yes
00:40:07:  *     SSE3: yes
00:40:07:  *      MMX: yes
00:40:07:  *   MMXEXT: yes
00:40:07:  *    3DNOW: yes
00:40:07:  * 3DNOWEXT: yes
00:40:07:  *     CMOV: yes
00:40:07:  *      TSC: yes
00:40:07:  *      FPU: yes
00:40:07:  *      PRO: yes
00:40:07:  *       HT: no
00:40:07: -------------------------
00:40:07: D3D9 : Subsystem Initialising
00:40:07: Registering ResourceManager for type Texture
00:40:07: Registering ResourceManager for type GpuProgram
00:40:07: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2012", 1440x900 windowed  miscParams: FSAA=4 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
00:40:07: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2012' : 1440x900, 32bpp
00:40:07: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
00:40:07: D3D9: Vertex texture format supported - PF_L8
00:40:07: D3D9: Vertex texture format supported - PF_L16
00:40:07: D3D9: Vertex texture format supported - PF_A8
00:40:07: D3D9: Vertex texture format supported - PF_A4L4
00:40:07: D3D9: Vertex texture format supported - PF_BYTE_LA
00:40:07: D3D9: Vertex texture format supported - PF_R5G6B5
00:40:07: D3D9: Vertex texture format supported - PF_B5G6R5
00:40:07: D3D9: Vertex texture format supported - PF_A4R4G4B4
00:40:07: D3D9: Vertex texture format supported - PF_A1R5G5B5
00:40:07: D3D9: Vertex texture format supported - PF_A8R8G8B8
00:40:07: D3D9: Vertex texture format supported - PF_B8G8R8A8
00:40:07: D3D9: Vertex texture format supported - PF_A2R10G10B10
00:40:07: D3D9: Vertex texture format supported - PF_A2B10G10R10
00:40:07: D3D9: Vertex texture format supported - PF_DXT1
00:40:07: D3D9: Vertex texture format supported - PF_DXT2
00:40:07: D3D9: Vertex texture format supported - PF_DXT3
00:40:07: D3D9: Vertex texture format supported - PF_DXT4
00:40:07: D3D9: Vertex texture format supported - PF_DXT5
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
00:40:07: D3D9: Vertex texture format supported - PF_X8R8G8B8
00:40:07: D3D9: Vertex texture format supported - PF_X8B8G8R8
00:40:07: D3D9: Vertex texture format supported - PF_R8G8B8A8
00:40:07: D3D9: Vertex texture format supported - PF_DEPTH
00:40:07: D3D9: Vertex texture format supported - PF_SHORT_RGBA
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_R
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_R
00:40:07: D3D9: Vertex texture format supported - PF_SHORT_GR
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_GR
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_GR
00:40:07: D3D9: Vertex texture format supported - PF_SHORT_RGB
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
00:40:07: RenderSystem capabilities
00:40:07: -------------------------
00:40:07: RenderSystem Name: Direct3D9 Rendering Subsystem
00:40:07: GPU Vendor: ati
00:40:07: Device Name: Monitor-1-ATI Radeon HD 5700 Series
00:40:07: Driver Version: 8.17.10.1114
00:40:07:  * Fixed function pipeline: yes
00:40:07:  * Hardware generation of mipmaps: yes
00:40:07:  * Texture blending: yes
00:40:07:  * Anisotropic texture filtering: yes
00:40:07:  * Dot product texture operation: yes
00:40:07:  * Cube mapping: yes
00:40:07:  * Hardware stencil buffer: yes
00:40:07:    - Stencil depth: 8
00:40:07:    - Two sided stencil support: yes
00:40:07:    - Wrap stencil values: yes
00:40:07:  * Hardware vertex / index buffers: yes
00:40:07:  * Vertex programs: yes
00:40:07:  * Number of floating-point constants for vertex programs: 256
00:40:07:  * Number of integer constants for vertex programs: 16
00:40:07:  * Number of boolean constants for vertex programs: 16
00:40:07:  * Fragment programs: yes
00:40:07:  * Number of floating-point constants for fragment programs: 224
00:40:07:  * Number of integer constants for fragment programs: 16
00:40:07:  * Number of boolean constants for fragment programs: 16
00:40:07:  * Geometry programs: no
00:40:07:  * Number of floating-point constants for geometry programs: 0
00:40:07:  * Number of integer constants for geometry programs: 0
00:40:07:  * Number of boolean constants for geometry programs: 0
00:40:07:  * 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
00:40:07:  * Texture Compression: yes
00:40:07:    - DXT: yes
00:40:07:    - VTC: no
00:40:07:    - PVRTC: no
00:40:07:  * Scissor Rectangle: yes
00:40:07:  * Hardware Occlusion Query: yes
00:40:07:  * User clip planes: yes
00:40:07:  * VET_UBYTE4 vertex element type: yes
00:40:07:  * Infinite far plane projection: yes
00:40:07:  * Hardware render-to-texture: yes
00:40:07:  * Floating point textures: yes
00:40:07:  * Non-power-of-two textures: yes
00:40:07:  * Volume textures: yes
00:40:07:  * Multiple Render Targets: 4
00:40:07:    - With different bit depths: yes
00:40:07:  * Point Sprites: yes
00:40:07:  * Extended point parameters: yes
00:40:07:  * Max Point Size: 10
00:40:07:  * Vertex texture fetch: yes
00:40:07:  * Number of world matrices: 0
00:40:07:  * Number of texture units: 8
00:40:07:  * Stencil buffer depth: 8
00:40:07:  * Number of vertex blend matrices: 0
00:40:07:    - Max vertex textures: 4
00:40:07:    - Vertex textures shared: no
00:40:07:  * Render to Vertex Buffer : no
00:40:07:  * DirectX per stage constants: yes
00:40:07: ***************************************
00:40:07: *** D3D9 : Subsystem Initialised OK ***
00:40:07: ***************************************
00:40:07: DefaultWorkQueue('Root') initialising on thread 003EF548.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400518 starting.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400548 starting.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 004005A8 starting.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400608 starting.
00:40:07: Particle Renderer Type 'billboard' registered
00:40:07: SceneManagerFactory for type 'OctreeSceneManager' registered.
00:40:07: SceneManagerFactory for type 'TerrainSceneManager' registered.
00:40:07: Added resource location 'media' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
00:40:07: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
00:40:07: Parsing scripts for resource group Autodetect
00:40:07: Finished parsing scripts for resource group Autodetect
00:40:07: Parsing scripts for resource group General
00:40:07: Parsing script ShadowCaster.program
00:40:07: Parsing script AmbientOcclusion.program
00:40:07: Parsing script StdQuad_vp.program
00:40:07: Parsing script Intro.material
00:40:07: Parsing script ShadowCaster.material
00:40:07: Parsing script AmbientOcclusion.material
00:40:07: Parsing script AmbientOcclusion.compositor
00:40:07: Finished parsing scripts for resource group General
00:40:07: Parsing scripts for resource group Internal
00:40:07: Finished parsing scripts for resource group Internal
00:40:07:                                         : initializing scene manager
00:40:07: TerrainSceneManager: Registered a new PageSource for type Heightmap
00:40:07:                                         : initializing fonts
00:40:07: Font BasicFontusing texture size 2048x2048
00:40:07: Info: Freetype returned null for character 32 in font BasicFont
00:40:07: Info: Freetype returned null for character 160 in font BasicFont
00:40:07: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
00:40:08: Font BasicFontItalicusing texture size 2048x2048
00:40:08: Info: Freetype returned null for character 32 in font BasicFontItalic
00:40:08: Info: Freetype returned null for character 160 in font BasicFontItalic
00:40:08: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
00:40:08:                                         : initializing audio
00:40:08:                                         : audio devices found: 1
00:40:08:                                         : audio enabled
00:40:08:                                         : 0: Generic Software
00:40:08:                                         : using device 0
00:40:08:                                         : initializing input
00:40:08:                                         : Map resource location set as media\maps\map1
00:40:08:                                         : Using save folder map1
00:40:08: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:08: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
00:40:08:                                         : latest available version: beta 0.63
00:40:08:                                         : application start done
00:40:08:                                         : rendering the first frame
00:40:08:                                         : first frame rendered ok
00:40:08:                                         : adding frame listener
00:40:08:                                         : run simulation
00:40:08:                                         : starting rendering loop
00:40:09:                                         : game init start
00:40:09: Creating resource group sessionResourceGroup
00:40:09: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup'
00:40:09: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
00:40:09: Initialising resource group sessionResourceGroup
00:40:09: Parsing scripts for resource group sessionResourceGroup
00:40:09: Parsing script Building.program
00:40:09: Parsing script NormalAndDepth.program
00:40:09: Parsing script soldieroutline.program
00:40:09: Parsing script soldierskin.program
00:40:09: Parsing script StdQuad_vp.program
00:40:09: Parsing script terrain.program
00:40:09: Parsing script tools.program
00:40:09: Parsing script WaterArea.program
00:40:09: Parsing script BackContour.material
00:40:09: Parsing script Blood.material
00:40:09: Parsing script Branch.material
00:40:09: Parsing script Building.material
00:40:09: Parsing script BuildingBase.material
00:40:09: Parsing script Bullet.material
00:40:09: Parsing script BulletTrail.material
00:40:09: Parsing script BushPlant.material
00:40:09: Parsing script ChatBubble.material
00:40:09: Parsing script Container.material
00:40:09: Parsing script Cord.material
00:40:09: Parsing script Crate.material
00:40:09: Parsing script Crosshair.material
00:40:09: Parsing script Dust.material
00:40:09: Parsing script Enclosure.material
00:40:09: Parsing script Explosion.material
00:40:09: Parsing script FarmFence.material
00:40:09: Parsing script Flame.material
00:40:09: Parsing script Foam.material
00:40:09: Parsing script GenericMesh.material
00:40:09: Parsing script GrassUp.material
00:40:09: Parsing script GrenadeCrate.material
00:40:09: Parsing script Hud.material
00:40:09: Parsing script lines.material
00:40:09: Parsing script MapView.material
00:40:09: Parsing script MenuSystem.material
00:40:09: Parsing script MiniRank.material
00:40:09: Parsing script NormalAndDepth.material
00:40:09: Parsing script Piece.material
00:40:09: Parsing script Pipe.material
00:40:09: Parsing script Plant.material
00:40:09: Parsing script Platform.material
00:40:09: Parsing script PlayerFarMarker.material
00:40:09: Parsing script PlayerMarker.material
00:40:09: Parsing script RoadLine.material
00:40:09: Parsing script Rock.material
00:40:09: Parsing script SecurityFence.material
00:40:09: Parsing script ShadowPixel.material
00:40:09: Parsing script ShadowPlant.material
00:40:09: Parsing script ShoePrint.material
00:40:09: Parsing script Sign.material
00:40:09: Parsing script smoke.material
00:40:09: Parsing script Soldier3dPixel.material
00:40:10: Parsing script terrain.material
00:40:10: Parsing script TreeGroundBase.material
00:40:10: Parsing script Trench.material
00:40:10: Parsing script Wall.material
00:40:10: Parsing script WaterArea.material
00:40:10: Parsing script Weapon3dPixel.material
00:40:10: Parsing script Weave.material
00:40:10: Parsing script ZebraCrossing.material
00:40:10: Parsing script Burst.particle
00:40:10: Parsing script Dust.particle
00:40:10: Parsing script Explosion.particle
00:40:10: Parsing script Foam.particle
00:40:10: Parsing script MinorExplosion.particle
00:40:10: Parsing script Muzzle.particle
00:40:10: Finished parsing scripts for resource group sessionResourceGroup
00:40:10:                                         : best usable soldier render technique: HighDetailHWSkin
00:40:10:                                         : HW skeleton supported: 1
00:40:10: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:40:10: Texture: isoline.png: Loading 1 faces(PF_R8G8B8,1x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1x256x1.
00:40:10:                                         : best usable terrain render technique: ShadersShadows
00:40:10:                                         : Integrated shadows supported: 1
00:40:10:                                         : initializing terrain
00:40:10: TerrainSceneManager: Activated PageSource Heightmap
00:40:10:                                         : r=12582
00:40:10:                                         : names loaded
00:40:10:                                         : loading weapon specifications
00:40:10:                                         : weapon:AK47
00:40:10:                                         : weapon:G36
00:40:10:                                         : weapon:M240
00:40:10:                                         : weapon:MP5SD
00:40:10:                                         : weapon:Mossberg 500
00:40:10:                                         : weapon:M24-A2
00:40:10:                                         : weapon specifications loaded
00:40:10:                                         : common sounds loaded
00:40:10: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,80x80x1.
00:40:10: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:10: Texture: command_marker.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:10:                                         : world loaded
00:40:10: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:10:                                         : worldblocks loaded
00:40:11: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:11: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:11:                                         : loading world objects
00:40:11:                                         : layer: materials
00:40:11: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:11: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:11:                                         : layer: dirt
00:40:11:                                         : layer: grass
00:40:11:                                         : layer: sand
00:40:11:                                         : layer: asphalt
00:40:11:                                         : layer: road
00:40:11:                                         : layer: height
00:40:11:                                         : layer: bases
00:40:11:                                         : layer: layer1
00:40:11:                                         : layer: objects
00:40:11: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
00:40:11: Texture: foam.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:11: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:11: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:11: Texture: building_atlas2.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:12: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:12: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:12: Texture: crate.png: Loading 1 faces(PF_A8R8G8B8,128x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x256x1.
00:40:12: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1.
00:40:12: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
00:40:12: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
00:40:13: Texture: grenade_crate.png: Loading 1 faces(PF_A8R8G8B8,128x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x256x1.
00:40:14:                                         : layer: walls
00:40:14: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:14: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:14: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:15: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:15: Texture: stonewalltop.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1.
00:40:16: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:16: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:22:                                         : layer: layer2
00:40:22:                                         : layer: objects
00:40:22: Texture: building_plain.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:25:                                         : soldiers loaded
00:40:25:                                         : crate debris loaded
00:40:25: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:25: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1.
00:40:25: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:25: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1.
00:40:25: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1.
00:40:25: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
00:40:25: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1.
00:40:25: Texture: hud_rank.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1.
00:40:25: Texture: hud_victory.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
00:40:25: Texture: hud_star_gold.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
00:40:25: Texture: hud_victory_text.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
00:40:25: Texture: hud_meter.png: Loading 1 faces(PF_A8R8G8B8,534x50x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,534x50x1.
00:40:25: Texture: hud_meter_cursor.png: Loading 1 faces(PF_R8G8B8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:25: Texture: MeterTexture: Loading 1 faces(PF_R8G8B8,2x1x1) with 1 custom mipmaps from Image. Internal format is PF_X8R8G8B8,2x1x1.
00:40:25: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:25: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:25: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:25: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
00:40:25: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: menusystem_slider.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: hud_rank0.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:25:                                         : Setting init data, machine id = 0
00:40:25:                                         : scene loaded
00:40:25:                                         : settings loaded
00:40:25:                                         : r=7809
00:40:25:                                         : game init done
00:40:25: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:25: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
00:40:25: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:25: Texture: dynamic_crosshair.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:26: Texture: hud_rank4.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:26: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
00:40:26: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.


I get to play for a short time. It varies from a minute to around five. I've tried the demo, and it does the same thing. I've also tried an early alpha version that you posted on another topic - I think it was v0.35?


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PostPosted: Fri Apr 27, 2012 11:33 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Very strange. My mind is just all blank about this.

Any signs that your rig might be overheating? RWR isn't exactly optimized yet so I wouldn't find it entirely impossible for it to make the CPU and GPU heat quite a bit, and with poor ventilation it could stall the system. 1 - 5 min time doesn't quite fit that though.

Have you tried to update your graphics card drivers lately by any chance? It might be worth to try at least.

Can you try this: launch the game, create a new game with soldier count set to "No AI" and start it, and then do nothing. Does it stay up like that for a longer time?


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PostPosted: Sat Apr 28, 2012 7:13 pm 
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Joined: Fri Apr 27, 2012 1:42 am
Posts: 5
I updated my graphics drivers and started a game with no AI - still the same problem, it crashed about 10 seconds after I created the game.

Are there any prerequisite softwares I need to know about? I hope I'm not just missing something really basic here.

Edit:
I downloaded the 0.4 demo (just to see if trying a different version would change anything), and actually managed an error this time - invalid vector<T> subscript. Hopefully this can be helpful.


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PostPosted: Sun Apr 29, 2012 2:07 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
There shouldn't be any prerequisite software, OpenAL and VC++ runtime are bundled in the installer. There's of course the latest DirectX 9.0c which is required, but failing having it gives you an error of d3dx9_42.dll missing.

I'm building something for you to try, I'll let you know when it's ready.


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PostPosted: Mon Apr 30, 2012 8:32 am 
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Joined: Fri Apr 27, 2012 1:42 am
Posts: 5
Just for the sake of knowledge, and anyone looking to find an answer on this topic:

My problem was that the game would crash due to a BIOS error on my motherboard. I hope that this can be helpful to someone else, in any way at all. I think the bluescreen error it threw was something like, "A clock interrupt was not received on a secondary processor."

Again, I hope this can be helpful, and I want to thank pasik for offering me all the support he could.

Also, to anyone that reads this post and considers updating their BIOS: do research. A lot of it. Doing something wrong with your BIOS can mess your rig up permanently.


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