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Posted: Thu Jul 20, 2006 8:32 am
by Diedel
WTF! My secret door I made from this whitish rock texture has disappeared!
.\\d2x-xl\\d2x-xl.exe crash
Posted: Thu Jul 20, 2006 9:36 am
by zif
If I have D2X-XL set up in a folder called, for example, d:\\games\\Descent2 or c:\\d2xXL it works fine.
However, if the folder is named 'd2x-xl' and I double-click .\\d2x-xl\\d2x-xl.exe its window will pop up for a moment and then vanish.
Running it with -printlog generates a log file at (for example) c:\\d2x.log rather than in c:\\d2x-xl\\.
Log file contents...
*************************************************
Loading program arguments
File 'C:/d2x.ini' not found
C:\\d2x-xl\\d2x-xl.exe
-printlog
GetAppFolder ('C:', '', 'data', 'descent2.hog')
GetAppFolder (data) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'data', 'd2demo.hog')
GetAppFolder (data) = 'C:' (1)
expected game app folder = 'C:'
expected game data folder = 'C:'
GetAppFolder ('C:', 'C:', 'models', '*.oof')
GetAppFolder (models) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'textures', '*.tga')
GetAppFolder (textures) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'movies', '*.mvl')
GetAppFolder (movies) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'profiles', '')
GetAppFolder (profiles) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'savegames', '')
GetAppFolder (savegames) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'screenshots', '')
GetAppFolder (screenshots) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'demos', '')
GetAppFolder (demos) = 'C:' (1)
GetAppFolder ('C:', 'C:', 'config', '*.cfg')
GetAppFolder (config) = 'C:' (1)
Creating default tracker list
Loading main hog file
no hog file found
Loading text resources
File 'descent.tex' not found
File 'descent.txb' not found
Loading hires models
File 'pyrogl.oof' not found
Loading ban list
File 'banlist.txt' not found
Initializing i/o
Reading configuration file
File 'descent.cfg' not found
Initializing control types
Initializing joystick
Initializing graphics
initializing SDL
initializing internal texture list
allocating screen buffer
initializing OpenGL window
setting OpenGL attributes
setting SDL_GL_DEPTH_SIZE to 24 succeeded
setting SDL_GL_STENCIL_SIZE to 8 succeeded
setting SDL_GL_ACCUM_RED_SIZE to 5 succeeded
setting SDL_GL_ACCUM_GREEN_SIZE to 5 succeeded
setting SDL_GL_ACCUM_BLUE_SIZE to 5 succeeded
setting SDL_GL_ACCUM_ALPHA_SIZE to 5 succeeded
setting SDL_GL_DOUBLEBUFFER to 1 succeeded
setting SDL video mode (640x480x32, windowed)
initializing OpenGL view port
initializing OpenGL screen mode
initializing OpenGL extensions
Shaders are available
Rendering to texture is available
building lightmap shader programs
Initializing render buffers
Loading default palette
File 'default.256' not found
File 'groupa.256' not found
*************************************************
Sysinternals Filemon confirms that d2x-xl.exe is looking for files in the parent/root...
*************************************************
d2x-xl.exe:3156 OPEN C:\\data\\ NOT FOUND
d2x-xl.exe:3156 OPEN C:\\models\\ NOT FOUND
d2x-xl.exe:3156 OPEN C:\\textures\\ NOT FOUND
d2x-xl.exe:3156 OPEN C:\\movies\\ NOT FOUND
d2x-xl.exe:3156 OPEN C:\\config\\ NOT FOUND
d2x-xl.exe:3156 OPEN C:\\d2x.ini NOT FOUND
d2x-xl.exe:3156 OPEN C:\\descent2.hog NOT FOUND
d2x-xl.exe:3156 OPEN C:\\d2demo.hog NOT FOUND
d2x-xl.exe:3156 OPEN C:\\descent.tex NOT FOUND
d2x-xl.exe:3156 OPEN C:\\descent.txb NOT FOUND
d2x-xl.exe:3156 OPEN C:\\pyrogl.oof NOT FOUND
d2x-xl.exe:3156 OPEN C:\\banlist.txt NOT FOUND
*************************************************
Of course, it's easy to avoid this problem by not naming the folder 'd2x-xl'.
But still...
Posted: Thu Jul 20, 2006 10:43 am
by Butcher
Hi people!
I downloaded the latest version 1.6.103 from the Descent 2 D2X-XL site
www.descent2.de
The game is running fine but the MIDI music is not looping, only plays one time...
What I need to do to fix that?
If the procedure requires the compilation of the source code I can perfectly compile the source code again.
Thanx and my sincere regards!!!
----------------
And let me say that this message is avaiable here too...
viewtopic.php?p=172532
And I think that the proper place to post it is on the \"Win Bug Report Thread\"
Thanx!!
Posted: Thu Jul 20, 2006 8:23 pm
by Sapphire Wolf
about the Frezzing bug, it only works on a level that is made for the original Descent 2, not D2x-xl such as the original Descent 2: Counter Strike(not the XL version)
Posted: Thu Jul 20, 2006 10:38 pm
by d3jake
Weyrman wrote:ok win 1.6.101 all currently released h-r textures
D2 level 1 cube 171 side 3 is triggered by the switch back in the corridor, but the robots behind it are firing through it at me.
like Aus-red-5 commented about higher up
I hope this is a bug and not just something I've forgotten
If I'm not mistaken, this is nearby a cloaking device, correct? If so then I'm getting the same problem.
AND, When me and The_Lion play4ed a coop of lvl4, everytime I'd open the door, a wall texture woudl be in the way, still fire through and robots coudl see through it to fire at me, but I couldn't see through it. First off, I believe The_Lion runs Linux, and this never happened to me when I want through lvl4 in SP, though there is a possibility that I played through D2 lvl4 with the 95 patch...
Posted: Thu Jul 20, 2006 11:18 pm
by Alcatraz
V 1.6.106
I am having a problem with the text and graphics in the game menus.
Mainly with menu titles, but elsewhere also.
Heres my d2x.ini
;launch d2x-xl in fullscreen mode
;-fullscreen
;keep mouse focus in game window
-grabmouse
;use sound sampled at 22 Khz
-sound22k
;skip CD ROM check
-nocdrom
;use trilinear filtering and mipmaps
-render_quality 3
;let OpenGL handle rendering of layered textures
-gl_alttexmerge
;display multiplayer game messages from other players
-playermessages
;suppress duplicate messages
-noredundancy
;don't playback cut scenes movies, but allow robot movies
-nomovies 1
;use bitmap reticle
-gl_reticle 0
;use short multiplayer game data packets
-shortpackets
;send 10 updates per second in multiplayer games
-pps 10
;add your default player name here to make D2X-XL load it at program start
-player default
;use the following screen resolution at program start (will be overridden by player profile)
;-640x480
;set the following value to 0 to enable a backwards compatible camera rendering method
-render2texture 1
;set the following value to 0 to enable the original menu style
-menustyle 1
;set the following value to 1 to enable faster rendering of new style menus
-fastmenus 1
;set the following value to 1 to enable sound rendering via SDL_mixer (enables midi playback on non-Windows OS-s)
-sdl_mixer 1
;set the following value to 0 to enable original Descent 2 math data handling
-mathformat 2
;set the following value to 0 to use Descent 2 sounds in Descent 1 levels
-use_d1sounds 1
;specify the name of a custom menu background to use here
-altbg_name menubg-planet-small-logo.tga
;specify the brightness of the custom menu background here (0.0 < brightness <= 1.0)
-altbg_brightness 0.75
;specify the transparency of the custom menu background here (0.0 < alpha <= 1.0; -1.0 to keep what's set in the image)
-altbg_alpha -1.0
;tell whether to convert the custom menu background to a grayscale image
-altbg_grayscale 0
;enable usage of hires textures if present
-hires_textures 1
;enable usage of hires models if present
-hires_models 1
more info on request
Posted: Fri Jul 21, 2006 1:57 am
by Aus-RED-5
Alcatraz,
What video card + driver version, and Windows OS do you have?
Posted: Fri Jul 21, 2006 2:13 am
by Alcatraz
Windows XP SP2
i have a crappy intergated card, might be the problem
VIA/S3G UniChrome IGP
driver
6.14.10.194
date is 11/29/2004
a bit out date but i cant seem to find anything on via's site
Posted: Fri Jul 21, 2006 2:44 am
by Aus-RED-5
I would say it is the onboard card video for sure.
Are you able to upgrade to use an AGP card?
Posted: Fri Jul 21, 2006 2:53 am
by Alcatraz
yes i am able. and ive been planning on it for a while now. unfourtunately i cant afford anything decent right now.
http://www.descentbb.net/index.php
Posted: Fri Jul 21, 2006 9:32 am
by The Man
Hi I've been lerking here for months,
I think I found my 1st bug.
(this is from 1.6.106 so ignore the no texture pyro)
When I try playing co-op the minimap isnt drawn in either the window or in fullscreen mode and all robots are shown immedately, I just rechecked and it's still valid in 1.6.108
here's my d2x.ini if it means anything
d2x.ini wrote:;------System------
-player The_Man
-secretsave
-notitles
-nomovies 1
-subtitles
;------UI------
-altbg_name menubg.tga
-altbg_brightness 0.75
-altbg_alpha -1.0
-altbg_grayscale 0
-fastmenus 1
-menustyle 1
-progress_bars 1
;------Graphics------
-gl_alttexmerge
-gl_intensity4_ok
-gl_luminance4_alpha4_ok
-gl_rgba2_ok
-gl_readpixels_ok
-gl_reticle 2
-render2texture 1
-use_shaders 1
-render_quality 4
-hires_textures 1
-hires_models 1
-bigpig
;-fullscreen
;-blend_background
-1024x768
;------Sound------
-Sound22K
-sdl_mixer 1
-use_d1sounds 1
;------Network------
;-internal_tracker 1
-playermessages
-noredundancy
;-pps 15
;-shortpackets
There is another bug, or at least I assume it's a bug, I had gone through the d2x-xl.hog and found hi-res versions of the briefing images, but they dont seem to work unless extracted to \\data, and they're missing a few images compared to what I found in the d1x hog.
Posted: Fri Jul 21, 2006 11:22 am
by Diedel
You need to enable the automap for multiplayer, and turn off bot visibility (in one of the menus).
Posted: Fri Jul 21, 2006 11:58 am
by The Man
where is this setting? this is what i have set in multi settings
Posted: Fri Jul 21, 2006 12:18 pm
by Sapphire Wolf
I meant to say that a game crashes when a robot fires a robot type Mercury Missile.
Posted: Fri Jul 21, 2006 12:51 pm
by Diedel
The Man wrote:where is this setting? this is what i have set in multi settings[/img][/url]
Ack ... I had disabled automap due to a bug ...
Posted: Fri Jul 21, 2006 1:03 pm
by The Man
Was that bug the fact that the map is fully revealed even at the beginning of a game? It makes sense for anarchy but makes co-op kinda hard to play.
I think this bug has been around for quite a while.
But it sure beats having no minimap at all
Posted: Fri Jul 21, 2006 1:22 pm
by Diedel
In v1.6.110 you do not see the entire automap right away. I checked it in singleplayer and in coop.
Posted: Fri Jul 21, 2006 1:27 pm
by Sapphire Wolf
I think the robot Mercury Missile firing bug seems to occur on robots with a custom polymodel for example, the Blasticon(the blue guy that fires Mercury Missiles) from Project: Mandrill.
Posted: Fri Jul 21, 2006 1:43 pm
by The Man
It might be on my end then, i just tested 1.6.110 and the minimap is still getting revealed right away.
I also found another bug and a graphical glitch.
I have two of the axis's on my joy config inverted, if I quit out of d2x and relaunch they get reset to default instead of keeping set.
And in multi if you sit in front one of the breakable displays (i used the one to your left right at the beginning of d2:cs lvl 1 to test) and do something that would 'pause' the game (ie, go to minimap or hit pause) the display will play like 2x as fast as if to make up for missing frames
Posted: Fri Jul 21, 2006 2:55 pm
by Diedel
Fixed in v1.6.111.
Posted: Fri Jul 21, 2006 4:37 pm
by d3jake
Aus-RED-5 wrote:v1.6.100
Anybody else getting the, game crashes when you shoot a door in D2 - CS mission?
v1.6.111
Well, I get a diffrent problem.. I think. WHen I flew foreward (after redoing my config) toward the first door, and when I tapped it with my ship to open it, but then it dumps it right back to the desktop... Hopefully I still have the old copied I just overwrit and can use that one I know that one works...
Posted: Fri Jul 21, 2006 4:52 pm
by The Man
I figured out my minimap problem, the minimap does indeed work correctly if you dont use the radar window.
If you start a multi game and had the radar window opened from a previous game you have the minimap fully revealed at start.
If you didnt have it turned on and turn it on after joining the map gets fully revealed.
Posted: Fri Jul 21, 2006 5:12 pm
by Diedel
There is the automap and the radar, but what is the minimap?
Posted: Fri Jul 21, 2006 5:14 pm
by The Man
by minimap i mean automap, sorry i got my terms mixed up
Posted: Fri Jul 21, 2006 5:42 pm
by d3jake
Okay, becuase of the SDl whatsit, I can't press Shift+F1\\2 to get my rear view\\radars... And to be sure I just tested it, and instead of getting those views, I get teh F1 help screen, and the options menu.
Posted: Sat Jul 22, 2006 3:29 am
by Diedel
Well ... I can ... so what can I do?
Posted: Sun Jul 23, 2006 3:51 am
by Neumaennl
Aaarrrgh! D2X-XL crashes to the Desktop each time I start a new game - no matter what level it is
here is the log file:
d2x.log
edit: v1.6.113 - I thought I was to post Bug reports only for the latest version and so did I and therefore I didn't mention the version number, sorry
Posted: Sun Jul 23, 2006 4:32 am
by Diedel
Which version, dangit! Do I have to ask that every time again?!
Try to decrease texture quality.
Posted: Sun Jul 23, 2006 5:07 am
by Aus-RED-5
Use version 1.6.113
Dizzy's hires Monitor (misc060) doesn't work anymore.
The lowres version of the monitor doesn't animate either.
All other hires texture seem to be working.
Another thing.
When you first enter the mine in CS lvl 1.
Go straight to the trigger in the room with the stream of lava and kill the trigger.
Head back to the main room and head for the secret door with the next trigger on the right side of the wall.
As you can see. The door is now open and nore the robot or I can't shoot through it.
d2x.ini
;-fullscreen
-grabmouse
-sound22k
-nocdrom
-render_quality 3
-gl_alttexmerge 1
-playermessages
-noredundancy
-nomovies 1
-gl_reticle 1
-shortpackets
-pps 10
-player AusRED5
-1024x768
-render2texture 1
-menustyle 1
-fastmenus 1
-sdl_mixer 1
-mathformat 2
-use_d1sounds 0
-altbg_name menubg.tga
-altbg_brightness 0.75
-altbg_alpha -1.0
-altbg_grayscale 0
-hires_textures 1
-hires_models 1
-progress_bars 1
-point_sprites
-vertex_arrays
Posted: Sun Jul 23, 2006 5:20 am
by Diedel
I know already.
Oh, btw:
4000!
Free beer for everybody (but you have to get it in my home ...
)
Edit:
Fixed. Just uploading v1.6.114. Level designers make sure to get DLE-XP v1.5.42, too, as it now supports putting large hires animations in pog files, like the doors from the current hires texture projects. Dizzy, do you read?
Posted: Sun Jul 23, 2006 5:25 am
by Aus-RED-5
Diedel wrote:Oh, btw:
4000!
Free beer for everybody (but you have to get it in my home ...
)
hehe - nice!
Neumaennl,
I am never sure about which version someone uses.
Did you try to decrease texture quality? It can be that with a lot of hires textures, D2X-XL runs out of memory, in which case it doesn't react graceful at all.
Posted: Sun Jul 23, 2006 7:15 am
by Neumaennl
OK, I just tried v1.6.114 and it crashes to the desktop as soon as the progress bar is complete and the level should start. This applies to d2 missions only, not d1 missions, they work fine. It happens independently of any texture quality or render quality settings.
log file
btw: I was able to play with the highest quality settings yesterday with v1.6.111
Posted: Sun Jul 23, 2006 2:47 pm
by Diedel
I don't have a clue yet, but I have added some more output to the logging function in the critical area. Get v1.6.115 and post the log file (only the last 10 lines please) here again.
Posted: Mon Jul 24, 2006 1:53 am
by Neumaennl
with v1.6.115 it crashes even earlier (while still showing the progress bar)
here are the last 10 lines of the log file:
File 'd1fs-xh.ham-l.mvl' not found
File '.d1fs-xh.ham-l.mvl' not found
File 'd1fs-xl.ham-l.mvl' not found
File '.d1fs-xl.ham-l.mvl' not found
Destroying camera objects
Destroying smoke objects
Initializing smoke manager
loading level 'd1fs01xl.rl2'
loading palette
loading level data
Posted: Mon Jul 24, 2006 3:55 am
by Diedel
I have an immediate crash with hires textures if I turn -gl_alttexmerge off, so I think -gl_alttexmerge has no effect on your machine (maybe the shader programs don't get loaded).
Posted: Mon Jul 24, 2006 4:12 am
by Aus-RED-5
Version 1.6.115
I'm getting the immediate crash with an error report from WinXP Pro.
I have the error report if you want it?
I've tried turning off -gl_alttexmerge 1, -hires_textures 1, -hires_models 1, and -progress_bars 1. Still crashes either way.
Posted: Mon Jul 24, 2006 4:29 am
by Neumaennl
There are some messages in the log file saying shader cannot be compiled, but that's always been the case and I've been able to play just fine with the highest quality settings. I did not change anything on my system.
I want to be able play again - is there anything I can do?
Posted: Mon Jul 24, 2006 5:04 am
by Diedel
Yes - download v1.6.116.
I think you told me already - but what was your gfx card and driver type (ATI: Omega or Radeon?) and version again?
Aus-RED,
wrong report. Run d2x-xl using the -printlog switch, and post the d2x.log file it stores in your descent folder here. But please try v1.1.116 first.
Posted: Mon Jul 24, 2006 5:26 am
by Aus-RED-5
Diedel wrote:Aus-RED,
wrong report. Run d2x-xl using the -printlog switch, and post the d2x.log file it stores in your descent folder here.
I know all about the d2x.log file.
Just thought you might want this one insted.
Anyways.....
Version 116 is now crashing after the progress bar is complete.
d2x.log
Posted: Mon Jul 24, 2006 6:34 am
by Weyrman
same here new game, saved game, new pilot, all the same. All crash after progress bar loads. Actually, d2 lvl1 actually showed the level for a split second before crashing to desktop.