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Steam Early Access Crash Reports

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,463
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Vault Dweller Elhoim Here's a crash I got when entering the pickpockets' den to get my ass murdered:

Code:
//-------------------------- 11/15/2013 -- 23:38:19 -----
--------- Loading DIRS ---------

--------- Parsing Arguments ---------
Importing client prefs...
Importing client prefs done.
Added font resource "core/fonts/source/CharlemagneStd-Bold.otf".
Added font resource "core/fonts/source/KAMN.TTF".
Added font resource "core/fonts/source/MyriadPro-Regular.otf".
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA GeForce GTX 580 (D3D9)
Device created, setting adapter and enumerating modes
Win32Window::setVideoMode - invoking curtain
   Cur. D3DDevice ref count=1
   Pix version detected: 3.000000
   Vert version detected: 3.000000
   Maximum number of simultaneous samplers: 16
   Number of simultaneous render targets: 4
   Hardware occlusion query detected: Yes
   Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
   o Chipset : 'GeForce GTX 580'
   o Card    : 'GeForce GTX 580'
   o Version : '9.18.0013.3165'
   o VRAM    : 1536 MB
   - Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 16384.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 16384.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 16384.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
   - Loading card profiles...
      - No card profile core/profile/D3D9.cs exists
      - No card profile core/profile/D3D9.GeForceGTX580.cs exists
      - No card profile core/profile/D3D9.GeForceGTX580.GeForceGTX580.cs exists
      - No card profile core/profile/D3D9.GeForceGTX580.GeForceGTX580.91800133165.cs exists
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
% - Initialized Core

--------- Initializing Directory: scripts ---------

--------- Initializing AoD Data ---------
Info: Factions system init (start).
Info: Factions system init (end).
sfxStartup...
SFXSystem::createDevice - created OpenAL device 'SB X-Fi Audio [1000]'
   Provider: OpenAL
   Device: SB X-Fi Audio [1000]
   Hardware: No
   Buffers: 16

--------- Initializing AoD: Server Scripts ---------

--------- Initializing AoD: Client Scripts ---------

--------- Initializing Lighting Systems ---------
Using Advanced Lighting


--------------
Attempting to set resolution to "1920 1200 true 32 60 4"
Accepted Mode:
--Resolution : 1920 1200
--Full Screen : Yes
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level : 4
--------------
GFXPCD3D9Device::reset - depthstencil 3276680 has 2 ref's
--- Resetting D3D Device ---
Loading optimal GUIs for resolution with screen height = 1200
... found 11 of 11.
Error: cannot change namespace parent linkage of TeleportMarker from StaticShape to Material.
Warning, overwriting material for: Wood_Bark_1
TerrainMaterial::onAdd() - Internal name collision; 'BLACK' already exists!
*********Datablock Preload*********
onServerCreated()
ParticleEmitterData(bloodWoundEmitter) velocityVariance > ejectionVelocity
ParticleEmitterData(bloodWoundEmitter) thetaMin > thetaMax
ParticleEmitterData(bloodWoundEmitter1) thetaMin > thetaMax
ParticleEmitterData(stoneGuardWoundEmitter) velocityVariance > ejectionVelocity
ParticleEmitterData(stoneGuardWoundEmitter) thetaMin > thetaMax
ParticleEmitterData(stoneGuardWoundEmitter1) thetaMin > thetaMax
Connect request from:
Connection established 4659
LoaderConnect
Engine initialized...
AntiAliasing has been disabled; it is not compatible with AdvancedLighting.
Datablock loading complete, loader server going down.
Datablocks loaded
Test: Music stop.
Test: Music play: art/sounds/music/in a dead world.ogg
onServerDestroyed()
GameConnection::onClientLeaveGame()
CDROP: 4660 local
onServerCreated()
*** LOADING MISSION: levels/Teron.mis
*** Stage 1 load
*** Stage 2 load
Loading level-specific datablocks - Teron.cs
Warning: GameBuildingData::preload - no valid collision data for GameBuilding art/shapes/common/teron_gd_quest_1.dts was loaded.
Warning: GameBuildingData::preload - no valid collision data for GameBuilding art/shapes/common/teron_gd_quest_2.dts was loaded.
Loaded 65 level-specific datablocks.
[MaterialList::mapMaterials] Unable to find material for texture: Dirt_01
[MaterialList::mapMaterials] Unable to find material for texture: grass_01
[MaterialList::mapMaterials] Unable to find material for texture: road_01_vertical
[MaterialList::mapMaterials] Unable to find material for texture: road_01_horizontal
[MaterialList::mapMaterials] Unable to find material for texture: dirt_to_grass_01
*** Mission loaded
onMissionLoaded()
Connect request from:
Connection established 7218
CADD: 7219 local
*** Sending mission load to client: levels/Teron.mis
*** New Mission: levels/Teron.mis
*** Phase 1: Download Datablocks & Targets
<<<< skip datablocks >>>>
% - PostFX Manager - Executing levels/Teron.postfxpreset.cs
% - PostFX Manager - Applying from preset
HDR FORMAT: GFXFormatR10G10B10A2
Using Advanced Lighting
% - PostFX Manager - PostFX enabled
% - PostFX Manager - SSAO enabled
Using Advanced Lighting
% - PostFX Manager - HDR disabled
    <<<< skipping datablock transmission >>>>
<<<< Skipping Datablocks
<<<< Finished Skipping Datablocks >>>>
*** Phase 2: Download Ghost Objects
ZipFileSystem: Write access denied for file Teron2_basetex.dds
[Material::mapMaterial] - Cannot map unnamed Material
[Material::mapMaterial] - Cannot map unnamed Material
Ghost Always objects received.
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Mission lighting done
GameConnection::onClientEnterGame()
TIME TEST: Torque mission load = 6768
Test: CGC::startGame - begin.
Test: Music stop.
Test: Music play: art/sounds/music/teron_02.ogg
Activating event package: TeronEvents
Warning: CGC::createCharacter() - charID is busy or incorrect, skipping this character: name=Citizen, id=7500.
Warning: CharConstructor::construct - failed to create a character.
Warning: CCharacterCommon::setCivilAiScheme - ai onSignal function not found: TalkerAiOnSignal
Warning: CCharacterCommon::setCivilAiScheme - ai onSignal function not found: TalkerAiOnSignal
Warning: CCharacterCommon::setCivilAiScheme - ai onSignal function not found: OratorAiOnSignal
Warning: CCharacterCommon::setCivilAiScheme - ai onSignal function not found: OratorAiOnSignal
Test: CGC::startGame - end.
TIME TEST: ITS mission load = 768
[MaterialList::mapMaterials] Unable to find material for texture: blacksmith_tools_DIF
[MaterialList::mapMaterials] Unable to find material for texture: blacksmith_barGlow_DIF
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Warning: CCharacter::feelProximity - client unit not found.
Activating DirectInput...
Test: CGC::checkCharactersReady
Test: lookAtChar() start.
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
[Material::mapMaterial] - Cannot map unnamed Material
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Test: CGC::checkCharactersReady
Info: CGC::startGameplay
Test: lookAtChar() start.
Test: lookAtChar() start.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Test: Opening dialogue screen.
Test: Executing dialogue script Feng_01.
Test: Setting up name label.
Test: Trying jumpers...
Test: Loading default part.
Test: lookAtChar() start.
Test: StartDialogue end.
Switching to RTS camera.
Test: Opening dialogue screen.
Test: Executing dialogue script Feng_01.
Test: Setting up name label.
Test: Trying jumpers...
Test: lookAtChar() start.
Switching to RTS camera.
Test: Opening dialogue screen.
Test: Executing dialogue script Feng_01.
Test: Setting up name label.
Test: Trying jumpers...
Test: lookAtChar() start.
Switching to RTS camera.
Test: Opening dialogue screen.
Test: Executing dialogue script Feng_01.
Test: Setting up name label.
Test: Trying jumpers...
Test: lookAtChar() start.
Switching to RTS camera.
Test: Opening dialogue screen.
Test: Executing dialogue script Feng_01.
Test: Setting up name label.
Test: Trying jumpers...
Test: lookAtChar() start.
Switching to RTS camera.
Test: Main menu toggled on.
Test: Main menu toggled off.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Test: Opening dialogue screen.
Test: Executing dialogue script tsd_pickpocket.
Test: Setting up name label.
Test: Trying jumpers...
Test: Loading default part.
Test: StartDialogue end.
Test: lookAtChar() start.
Switching to RTS camera.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Warning: MapDoor::getCollisionPoints - node (los_doorA) not found.
Warning: MapDoor::getCollisionPoints - no collision points found.
Test: Opening dialogue screen.
Test: Executing dialogue script tsd_pickpocket.
Test: Setting up name label.
Test: Trying jumpers...
Test: lookAtChar() start.
Test: CGC::startCombat - combat initiator: 1
Test: CombatTurn::start - combat turn #1 has started, because:
Test: Livia (2065) has an enemy Titus (1).
Test: 2067
Test: 1
Test: 2066
Test: 2065
Test: Music stop.
Test: Music play: art/sounds/music/combat.ogg
Test: CGC::startCombat - combat started successfully.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,463
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
No, but it's like two minutes of gameplay to get there. I can try to recreate it.
 

Nick

Iron Tower Studio
Developer
Joined
Apr 21, 2004
Messages
317
Location
Over the hills and far away
It works just fine for me, both Steam and dev build. *sighs*
I'll set up a test branch on Steam, so we can further investigate such issues.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,463
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,463
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I highly doubt it will help in this case =)
Do you get any message box when it crashes?

Just a standard Windows 7 crash window, where it searches for solutions online for a while before giving up. If I had Visual Studio installed I could do a debug.

But here's something new - I just tried to run the game in windowed mode, and then the crash didn't happen! Then I exited, ran it again, and now it's not crashing even in full screen mode! Very strange - could be a coincidence.
 

hiver

Guest
Nah, its just his shitty computer. Probably some glitches somewhere in hardware. Memory is going kaput probably. Or his HD is dying. Or his GPU is melting.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,463
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
This definitely requires more insight into internals. Hope you have time to to run a test build with stack trace in a day or so.

I won't be at home in two days, so you'd better send me this today or tomorrow at the latest.
 

Nick

Iron Tower Studio
Developer
Joined
Apr 21, 2004
Messages
317
Location
Over the hills and far away
Well, I figured out that what I had was not enough, so I've integrated a robust third-party library to gather crash data automatically. Just click "send" in a dialogue window when you get a crash.
 

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