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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sun Jul 15, 2012 4:55 am 
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Joined: Sun Jul 15, 2012 3:23 am
Posts: 4
Hello,
I played RwR at home, but I don’t have that much powerful HW, so I want to play it elsewhere (let’s call it PC2). Unfortunetly I don’t have Administrator rights on PC2, so I tried some workaround.

1) Installed RwR on my computer and copied whole folder to PC2, but when I tried to start the game.
2) rwr_config.exe: I got problem, because of d3dx9_42.dll was missing. PC2 is Windows 7 with i3 CPU with integrated Intel HD Graphics 2000 with DirectX 11 installed (according to dxdiag).
3) rwr_game.exe: OpenAL32.dll missing. Obviously, I had no rights to install OpenAL, so I copied OpenAL32.dll and wrap_oal.dll from elsewhere and tried to run the game again.
4) Now both executables are throwing error with missing of d3dx9_42.dll.
5) I tried to put in RwR directory of d3dx9_42.dll and all others of d3dx9_*.dll but with no luck.
6) Game “launches”, but after few seconds of black screen in RwR windows I get “Application stopped responding” window with only one available option -> Terminate App

Tried to solve compatibility issues inside windows, but with no luck.

So my question is: Is there any way, how to make Running with Rifles working on Windows without Administration rights/Portable app)?

Including rwr_game.log from C:\ProgramData\Running with rifles\ directory.

Thanks for answer!

Code:
06:38:12: Creating resource group General
06:38:12: Creating resource group Internal
06:38:12: Creating resource group Autodetect
06:38:12: SceneManagerFactory for type 'DefaultSceneManager' registered.
06:38:12: Registering ResourceManager for type Material
06:38:12: Registering ResourceManager for type Mesh
06:38:12: Registering ResourceManager for type Skeleton
06:38:12: MovableObjectFactory for type 'ParticleSystem' registered.
06:38:12: OverlayElementFactory for type Panel registered.
06:38:12: OverlayElementFactory for type BorderPanel registered.
06:38:12: OverlayElementFactory for type TextArea registered.
06:38:12: Registering ResourceManager for type Font
06:38:12: ArchiveFactory for archive type FileSystem registered.
06:38:12: ArchiveFactory for archive type Zip registered.
06:38:12: DDS codec registering
06:38:12: FreeImage version: 3.13.1
06:38:12: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
06:38:12: 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
06:38:12: Registering ResourceManager for type HighLevelGpuProgram
06:38:12: Registering ResourceManager for type Compositor
06:38:12: MovableObjectFactory for type 'Entity' registered.
06:38:12: MovableObjectFactory for type 'Light' registered.
06:38:12: MovableObjectFactory for type 'BillboardSet' registered.
06:38:12: MovableObjectFactory for type 'ManualObject' registered.
06:38:12: MovableObjectFactory for type 'BillboardChain' registered.
06:38:12: MovableObjectFactory for type 'RibbonTrail' registered.
06:38:12: *-*-* OGRE Initialising
06:38:12: *-*-* Version 1.7.2 (Cthugha)
06:38:12:                                         : initializing graphics
06:38:12:                                         : loading plugins
06:38:12: Loading library RenderSystem_Direct3D9
06:38:12: Installing plugin: D3D9 RenderSystem
06:38:12: D3D9 : Direct3D9 Rendering Subsystem created.
06:38:12: D3D9: Driver Detection Starts
06:38:12: D3D9: Driver Detection Ends
06:38:12: Plugin successfully installed
06:38:12: Loading library Plugin_CgProgramManager
06:38:12: Installing plugin: Cg Program Manager
06:38:12: Plugin successfully installed
06:38:12: Loading library Plugin_OctreeSceneManager
06:38:12: Installing plugin: Octree & Terrain Scene Manager
06:38:12: Plugin successfully installed
06:38:12: Loading library Plugin_ParticleFX
06:38:12: Installing plugin: ParticleFX
06:38:12: Particle Emitter Type 'Point' registered
06:38:12: Particle Emitter Type 'Box' registered
06:38:12: Particle Emitter Type 'Ellipsoid' registered
06:38:12: Particle Emitter Type 'Cylinder' registered
06:38:12: Particle Emitter Type 'Ring' registered
06:38:12: Particle Emitter Type 'HollowEllipsoid' registered
06:38:12: Particle Affector Type 'LinearForce' registered
06:38:12: Particle Affector Type 'ColourFader' registered
06:38:12: Particle Affector Type 'ColourFader2' registered
06:38:12: Particle Affector Type 'ColourImage' registered
06:38:12: Particle Affector Type 'ColourInterpolator' registered
06:38:12: Particle Affector Type 'Scaler' registered
06:38:12: Particle Affector Type 'Rotator' registered
06:38:12: Particle Affector Type 'DirectionRandomiser' registered
06:38:12: Particle Affector Type 'DeflectorPlane' registered
06:38:12: Plugin successfully installed
06:38:12:                                         : initializing render system
06:38:12: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
06:38:12: D3D9 : RenderSystem Option: Floating-point mode = Fastest
06:38:12: D3D9 : RenderSystem Option: FSAA = 4
06:38:12: D3D9 : RenderSystem Option: Full Screen = No
06:38:12: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
06:38:12: D3D9 : RenderSystem Option: VSync = Yes
06:38:12: D3D9 : RenderSystem Option: VSync Interval = 1
06:38:12: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
06:38:12:                                         : initializing render window
06:38:12: CPU Identifier & Features
06:38:12: -------------------------
06:38:12:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz
06:38:12:  *      SSE: yes
06:38:12:  *     SSE2: yes
06:38:12:  *     SSE3: yes
06:38:12:  *      MMX: yes
06:38:12:  *   MMXEXT: yes
06:38:12:  *    3DNOW: no
06:38:12:  * 3DNOWEXT: no
06:38:12:  *     CMOV: yes
06:38:12:  *      TSC: yes
06:38:12:  *      FPU: yes
06:38:12:  *      PRO: yes
06:38:12:  *       HT: no
06:38:12: -------------------------
06:38:12: D3D9 : Subsystem Initialising
06:38:12: Registering ResourceManager for type Texture
06:38:12: Registering ResourceManager for type GpuProgram
06:38:12: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2012", 1024x768 windowed  miscParams: FSAA=4 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
06:38:12: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2012' : 1024x768, 32bpp
06:38:12: D3D9: Vertex texture format supported - PF_L8
06:38:12: D3D9: Vertex texture format supported - PF_L16
06:38:12: D3D9: Vertex texture format supported - PF_A8
06:38:12: D3D9: Vertex texture format supported - PF_A4L4
06:38:12: D3D9: Vertex texture format supported - PF_BYTE_LA
06:38:12: D3D9: Vertex texture format supported - PF_R5G6B5
06:38:12: D3D9: Vertex texture format supported - PF_B5G6R5
06:38:12: D3D9: Vertex texture format supported - PF_A4R4G4B4
06:38:12: D3D9: Vertex texture format supported - PF_A1R5G5B5
06:38:12: D3D9: Vertex texture format supported - PF_A8R8G8B8
06:38:12: D3D9: Vertex texture format supported - PF_B8G8R8A8
06:38:12: D3D9: Vertex texture format supported - PF_A2R10G10B10
06:38:12: D3D9: Vertex texture format supported - PF_A2B10G10R10
06:38:12: D3D9: Vertex texture format supported - PF_DXT1
06:38:12: D3D9: Vertex texture format supported - PF_DXT2
06:38:12: D3D9: Vertex texture format supported - PF_DXT3
06:38:12: D3D9: Vertex texture format supported - PF_DXT4
06:38:12: D3D9: Vertex texture format supported - PF_DXT5
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
06:38:12: D3D9: Vertex texture format supported - PF_X8R8G8B8
06:38:12: D3D9: Vertex texture format supported - PF_R8G8B8A8
06:38:12: D3D9: Vertex texture format supported - PF_DEPTH
06:38:12: D3D9: Vertex texture format supported - PF_SHORT_RGBA
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_R
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_R
06:38:12: D3D9: Vertex texture format supported - PF_SHORT_GR
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT16_GR
06:38:12: D3D9: Vertex texture format supported - PF_FLOAT32_GR
06:38:12: D3D9: Vertex texture format supported - PF_SHORT_RGB
06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
06:38:12: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
06:38:12: RenderSystem capabilities
06:38:12: -------------------------
06:38:12: RenderSystem Name: Direct3D9 Rendering Subsystem
06:38:12: GPU Vendor: intel
06:38:12: Device Name: Monitor-1-Intel(R) HD Graphics Family
06:38:12: Driver Version: 8.15.10.2279
06:38:12:  * Fixed function pipeline: yes
06:38:12:  * Hardware generation of mipmaps: yes
06:38:12:  * Texture blending: yes
06:38:12:  * Anisotropic texture filtering: yes
06:38:12:  * Dot product texture operation: yes
06:38:12:  * Cube mapping: yes
06:38:12:  * Hardware stencil buffer: yes
06:38:12:    - Stencil depth: 8
06:38:12:    - Two sided stencil support: yes
06:38:12:    - Wrap stencil values: yes
06:38:12:  * Hardware vertex / index buffers: yes
06:38:12:  * Vertex programs: yes
06:38:12:  * Number of floating-point constants for vertex programs: 256
06:38:12:  * Number of integer constants for vertex programs: 16
06:38:12:  * Number of boolean constants for vertex programs: 16
06:38:12:  * Fragment programs: yes
06:38:12:  * Number of floating-point constants for fragment programs: 224
06:38:12:  * Number of integer constants for fragment programs: 16
06:38:12:  * Number of boolean constants for fragment programs: 16
06:38:12:  * Geometry programs: no
06:38:12:  * Number of floating-point constants for geometry programs: 0
06:38:12:  * Number of integer constants for geometry programs: 0
06:38:12:  * Number of boolean constants for geometry programs: 0
06:38:12:  * 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
06:38:12:  * Texture Compression: yes
06:38:12:    - DXT: yes
06:38:12:    - VTC: no
06:38:12:    - PVRTC: no
06:38:12:  * Scissor Rectangle: yes
06:38:12:  * Hardware Occlusion Query: yes
06:38:12:  * User clip planes: yes
06:38:12:  * VET_UBYTE4 vertex element type: yes
06:38:12:  * Infinite far plane projection: yes
06:38:12:  * Hardware render-to-texture: yes
06:38:12:  * Floating point textures: yes
06:38:12:  * Non-power-of-two textures: yes
06:38:12:  * Volume textures: yes
06:38:12:  * Multiple Render Targets: 4
06:38:12:    - With different bit depths: yes
06:38:12:  * Point Sprites: yes
06:38:12:  * Extended point parameters: yes
06:38:12:  * Max Point Size: 10
06:38:12:  * Vertex texture fetch: yes
06:38:12:  * Number of world matrices: 0
06:38:12:  * Number of texture units: 8
06:38:12:  * Stencil buffer depth: 8
06:38:12:  * Number of vertex blend matrices: 0
06:38:12:    - Max vertex textures: 4
06:38:12:    - Vertex textures shared: no
06:38:12:  * Render to Vertex Buffer : no
06:38:12:  * DirectX per stage constants: yes
06:38:12: ***************************************
06:38:12: *** D3D9 : Subsystem Initialised OK ***
06:38:12: ***************************************
06:38:12: DefaultWorkQueue('Root') initialising on thread 008E0268.
06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F36F0 starting.
06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F3720 starting.
06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F3780 starting.
06:38:12: DefaultWorkQueue('Root')::WorkerFunc - thread 008F37E0 starting.
06:38:12: Particle Renderer Type 'billboard' registered
06:38:12: SceneManagerFactory for type 'OctreeSceneManager' registered.
06:38:12: SceneManagerFactory for type 'TerrainSceneManager' registered.
06:38:12: Added resource location 'media' of type 'FileSystem' to resource group 'General'
06:38:12: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
06:38:12: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
06:38:12: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
06:38:12: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
06:38:12: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
06:38:12: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
06:38:12: Parsing scripts for resource group Autodetect
06:38:12: Finished parsing scripts for resource group Autodetect
06:38:12: Parsing scripts for resource group General
06:38:12: Parsing script ShadowCaster.program
06:38:12: Parsing script AmbientOcclusion.program
06:38:12: Parsing script StdQuad_vp.program
06:38:12: Parsing script Intro.material
06:38:12: Parsing script ShadowCaster.material
06:38:12: Parsing script AmbientOcclusion.material
06:38:12: Parsing script AmbientOcclusion.compositor
06:38:12: Parsing script basic_font.fontdef
06:38:12: Parsing script basic_font_italic.fontdef
06:38:12: Parsing script basic_font_outline.fontdef
06:38:12: Finished parsing scripts for resource group General
06:38:12: Parsing scripts for resource group Internal
06:38:12: Finished parsing scripts for resource group Internal
06:38:12:                                         : initializing scene manager
06:38:12: TerrainSceneManager: Registered a new PageSource for type Heightmap
06:38:12:                                         : initializing fonts
06:38:12:                                         : initializing audio
06:38:12:                                         : audio devices found: 1
06:38:12:                                         : audio enabled
06:38:12:                                         : 0: Generic Software
06:38:12:                                         : using device 0
06:38:12:                                         : initializing input
06:38:12:                                         : Map resource location set as media\maps\map2
06:38:12:                                         : Using save folder
06:38:12: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
06:38:12: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
06:38:17:                                         : latest available version: -1.0
06:38:17:                                         : application start done
06:38:17:                                         : rendering the first frame

alternative link: http://db.tt/nZJMLgOL


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PostPosted: Mon Jul 16, 2012 7:51 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Executing RWR should be possible without admin rights. Obviously it is still dependent on having 1) the latest DirectX 9 2) OpenAL 3) MSVC++ 2008 runtime 4) working graphics drivers installed.

The earlier cases of getting a crash at rendering the first frame were about graphics driver issues; I'm fairly sure you'd need admin rights to update the driver though.

Other than that, 3-5 could be ok basically, but I'd still recommend updating DirectX 9 on the computer the usual way: http://www.microsoft.com/en-us/download ... aspx?id=35, no need to have a separate d3dx9_42.dll around in the game folder.

I guess this doesn't help you much in the end, if you really can't get the admin person to update PC2.


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PostPosted: Sat Jul 21, 2012 6:42 am 
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Joined: Sun Jul 15, 2012 3:23 am
Posts: 4
So there is no way how to play RwR on Windows with fully working installed Directx 11? Ouch, thats bad. There is no easy way to make it working with newer directx? I found some game with RenderSystem_Direct3D11.dll and RenderSystem_Direct3D10.dll so they did it.

Sorry for this post, I'm not game developer and I have absolutely no idea, how much work this takes or how this directx thingies even works :)


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PostPosted: Sat Jul 21, 2012 1:12 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
dwi wrote:
So there is no way how to play RwR on Windows with fully working installed Directx 11? Ouch, thats bad. There is no easy way to make it working with newer directx? I found some game with RenderSystem_Direct3D11.dll and RenderSystem_Direct3D10.dll so they did it.

Sorry for this post, I'm not game developer and I have absolutely no idea, how much work this takes or how this directx thingies even works :)


No need to be sorry :) People that have GPUs that can do DirectX 10 or 11 usually also have DirectX 9 runtime installed, or at least can install it when needed; the different versions can coexist.

So, I'm fairly sure RWR won't have support for DirectX 11. I started working with RWR back in early 2011, when the latest stable Ogre3D build had just DirectX 9 and GL support out of the box -- not sure what would be the case with Ogre3D 1.8 now. I have no intention to upgrade to newer render systems as they don't really provide functionality RWR would hugely benefit from, as far as I know, and I'm sure I would face a bunch of compatibility issues with the existing implementation and I really don't want to go in there.

Also, a lot of people are wanting to play RWR with their "crappy old laptops" which surely don't support anything beyond DirectX 9 so it certainly seems like a good overall target for RWR.


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