- Joined
- Jan 28, 2011
- Messages
- 97,463
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.