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  1. Before post: Crash and RUNTIME ERRORs Look here

    Hi, I'm have done that method and it doesn't show steam inside of it. Any other alternative?
  2. Before post: Crash and RUNTIME ERRORs Look here

    rgl_log.txt:
    Starting new log file.
    Version:  1.168

    -- OS: Microsoft Windows Vista  Service Pack 2 (build 6002), 32-bit
    -- RAM: Available physical RAM: 1716MB/3324MB
    -- CPU: Intel(R) Core(TM)2 Quad CPU    Q6600  @ 2.40GHz (GenuineIntel)
    - L2 cache size: 4096K
    - CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
    - Number of CPUs: 4 ( Speed: ~2400MHz / ~2400MHz / ~2399MHz / ~2400MHz )

    -- GPU:
    - D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce 9500 GS
    - Texture Memory: 1904 ( Available Texture Memory: 1884 )

    Received stats and achievements from Steam

    Processing Ini File {
    Module_name =  Viking_Conquest2005
    Num Hints =  12
    Setting Map Min X =  -257.903931
    Setting Map Max X =  281.758240
    Setting Map Min Y =  -281.854553
    Setting Map Max Y =  290.571899
    Setting Time Multiplier =  0.250000
    Setting Seeing Range Multiplier =  6.500000
    Setting Track Spotting Multiplier =  0.800000
    Setting player_wounded_treshold =  5.000000
    Setting hero_wounded_treshold =  15.000000
    Setting Skill Prisoner Management Bonus =  5
    Setting Skill Leadership Bonus =  3
    Setting Base Companion Limit =  20
    Setting player_xp_multiplier =  1.000000
    Setting hero_xp_multiplier =  2.000000
    Setting regulars_xp_multiplier =  2.000000
    Setting damage_interrupt_attack_treshold =  3.000000
    Setting damage_interrupt_attack_treshold_mp =  3.000000
    Setting armor_soak_factor_against_cut =  0.800000
    Setting armor_soak_factor_against_pierce =  0.650000
    Setting armor_soak_factor_against_blunt =  0.650000
    Setting armor_reduction_factor_against_cut =  0.950000
    Setting armor_reduction_factor_against_pierce =  0.650000
    Setting armor_reduction_factor_against_blunt =  0.750000
    Setting horse_charge_damage_multiplier =  1.000000
    Setting couched_lance_damage_multiplier =  0.650000
    Setting fall_damage_multiplier =  1.000000
    Setting shield_penetration_offset =  30.000000
    Setting shield_penetration_factor =  3.000000
    Setting missile_damage_speed_power =  2.000000
    Setting melee_damage_speed_power =  1.400000
    Setting multiplayer_walk_enabled =  0
    Setting mission_object_prune_time =  180
    Scan Module Textures =  1
    Scan Module Sounds =  1
    Unrecognized Module_info directive =  give_performance_warnings . Skipping.
    Loading Module Resource  La_Grandmasters_Shaders
    Loading Module Resource  test
    Loading Module Resource  shaders
    Loading Module Resource  textures
    Loading Module Resource  vc_textures
    Loading Module Resource  vc_materials
    Loading Module Resource  materials
    Loading Module Resource  materials_face_gen
    Loading Module Resource  vc_bodies
    Loading Module Resource  uimeshes
    Loading Module Resource  meshes_face_gen
    Loading Module Resource  helpers
    Loading Module Resource  vc_map_objects
    Loading Module Resource  vc_map_iconchars
    Loading Module Resource  particle_meshes
    Loading Module Resource  skeletons
    Loading Module Resource  grass_meshes
    Loading Module Resource  plant_meshes
    Loading Module Resource  object_meshes
    Loading Module Resource  object_bodies
    Loading Module Resource  goods_meshes
    Loading Module Resource  item_meshes1
    Loading Module Resource  food
    Loading Module Resource  village_houses
    Loading Module Resource  village_houses_a
    Loading Module Resource  village_houses_b
    Loading Module Resource  interiors_a
    Loading Module Resource  interiors_b
    Loading Module Resource  interiors_c
    Loading Module Resource  arena
    Loading Module Resource  castle_a
    Loading Module Resource  dungeon
    Loading Module Resource  snowy_houses
    Loading Module Resource  square_keep
    Loading Module Resource  vc_pictures
    Loading Module Resource  user_interface_b
    Loading Module Resource  user_interface_c
    Loading Module Resource  user_interface_d
    Loading Module Resource  scene_encounter_spot
    Loading Module Resource  interior_thirsty_lion
    Loading Module Resource  houses1
    Loading Module Resource  wall_meshes1
    Loading Module Resource  town_houses
    Loading Module Resource  doors
    Loading Module Resource  churches
    Loading Module Resource  castle_c
    Loading Module Resource  castle_d
    Loading Module Resource  castle_e
    Loading Module Resource  castle_f
    Loading Module Resource  castle_g
    Loading Module Resource  castle_h
    Loading Module Resource  castle_i
    Loading Module Resource  viking_houses
    Loading Module Resource  town_houses_c
    Loading Module Resource  particles_2
    Loading Module Resource  prisons
    Loading Module Resource  prisons_b
    Loading Module Resource  vc_terrain_borders
    Loading Module Resource  skyboxes
    Loading Module Resource  new_skyboxes
    Loading Module Resource  object_b
    Loading Module Resource  destroy
    Loading Module Resource  vc_trees
    Loading Module Resource  grass_meshes_b
    Loading Module Resource  interiors_steppe
    Loading Module Resource  town_houses_d
    Loading Module Resource  ani_horse_mounted
    Loading Module Resource  horse_skeleton
    Loading Module Resource  instruments
    Loading Module Resource  simple_primitives
    Loading Module Resource  ani_man_walk
    Loading Module Resource  ani_death
    Loading Module Resource  ani_stand_guardsman
    Loading Module Resource  ani_human_mounted
    Loading Module Resource  ani_lady_stand
    Loading Module Resource  ani_poses
    Loading Module Resource  ani_man_cheer
    Loading Module Resource  ani_stand_onhorse
    Loading Module Resource  ani_strikes
    Loading Module Resource  ani_equip_arms
    Loading Module Resource  ani_run_p
    Loading Module Resource  ani_run_forward_left_right
    Loading Module Resource  uni_strikes3
    Loading Module Resource  ani_walk_sideways
    Loading Module Resource  ani_run_sideways
    Loading Module Resource  ani_stand
    Loading Module Resource  ani_crouch_down
    Loading Module Resource  ani_low_walk
    Loading Module Resource  ani_turn_man
    Loading Module Resource  ani_lancer
    Loading Module Resource  ani_attacks
    Loading Module Resource  ani_kicks
    Loading Module Resource  ani_walk_backward
    Loading Module Resource  ani_run_lookingsides
    Loading Module Resource  ani_defends
    Loading Module Resource  ani_walk_lookingsides
    Loading Module Resource  ani_jump
    Loading Module Resource  ani_wedding
    Loading Module Resource  uni_jump
    Loading Module Resource  uni_stances
    Loading Module Resource  uni_equip
    Loading Module Resource  uni_strike
    Loading Module Resource  uni_throws
    Loading Module Resource  uni_fistswing
    Loading Module Resource  uni_lord_stand
    Loading Module Resource  uni_defence
    Loading Module Resource  uni_sideways
    Loading Module Resource  dart
    Loading Module Resource  rock
    Loading Module Resource  raw_materials
    Loading Module Resource  gauntlets_new
    Loading Module Resource  bride_dress
    Loading Module Resource  ui_server_filter
    Loading Module Resource  ship
    Loading Module Resource  arabian_houses
    Loading Module Resource  object_c
    Loading Module Resource  valleyProps
    Loading Module Resource  workshops
    Loading Module Resource  barrier_primitives
    Loading Module Resource  town_houses_e
    Loading Module Resource  wb_mp_objects_a
    Loading Module Resource  vc_arcosyflechas
    Loading Module Resource  bry_banners
    Loading Module Resource  bry_banners_default
    Loading Module Resource  bry_battlebanners
    Loading Module Resource  bry_flags_vertical
    Loading Module Resource  vc_iconos
    Loading Module Resource  bry_pic_mesh
    Loading Module Resource  vc_shields
    Loading Module Resource  vc_shields_tableau
    Loading Module Resource  vc_armors_angle
    Loading Module Resource  vc_armors_briton
    Loading Module Resource  vc_armors_frisians
    Loading Module Resource  vc_armors_generic
    Loading Module Resource  vc_armors_irish
    Loading Module Resource  vc_armors_norse
    Loading Module Resource  vc_armors_picts
    Loading Module Resource  vc_armors_saxon
    Loading Module Resource  vc_clerics
    Loading Module Resource  vc_female_dresses
    Loading Module Resource  vc_shoes
    Loading Module Resource  vc_swords
    Loading Module Resource  vc_helmets
    Loading Module Resource  vc_axes
    Loading Module Resource  vc_native
    Loading Module Resource  vc_props
    Loading Module Resource  vc_props2
    Loading Module Resource  vc_props3
    Loading Module Resource  vc_props_new_houses
    Loading Module Resource  vc_sea_battle
    Loading Module Resource  vc_spears
    Loading Module Resource  dedal_anims
    Loading Module Resource  vc_hoods
    Loading Module Resource  vc_shields2
    Loading Module Resource  vc_swords2
    Loading Module Resource  vc_food
    Loading Module Resource  vc_tradeitems
    Loading Module Resource  vc_knifes
    Loading Module Resource  vc_horses
    Loading Module Resource  La_Grandmasters_map_text
    Loading Module Resource  vc_shields_basic
    Loading Module Resource  vc_work
    Loading Module Resource  vc_animals

    } //Processing Ini File Finished
    Loading Music...
    Loading Textures...
    Finished Loading Textures...
    L8 Format is  supported
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
    Loading Module...
    Loading item kinds...
    Loading dialogs...
    Loading mission templates...
    Loading party templates...
    loading time:  67415
    Finished All...
    Loading tracks
    load_map_data complete.
    Init_map complete.
    init_meta_mission complete.
    map mesh built.
    get_ideal_sun_color.
    get_ideal_fog_color.
    1306 parties added.
    launch complete.

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...


    save_game:
    #ifndef USE_OPENGL // for mb.fx file
    #define USE_DIRECTX9
    #endif

    #define USE_NEW_TREE_SYSTEM

    #define FLORA_DETAIL_FADE_MUL (3.0f / 4.0f)

    #ifdef USE_DIRECTX9
    //#define USE_DEVICE_TEXTURE_ASSIGN
    #define USE_FX_STATE_MANAGER
    //#define USE_SHADER_CONSTANT_MANAGER
    #endif

    //#define USE_LIGHTING_PASS
    #ifdef USE_LIGHTING_PASS
    #define USE_SEQUENTIAL_LIGHTING_CALLS
    #define MAX_LIGHTS_PER_PASS 4
    #endif

    inline float get_wave_height(const float pos[2], const float coef, const float freq1, const float freq2, const float time)
    {
    return coef * sin( (pos[0]+pos[1]) * freq1 + time) * cos( (pos[0]-pos[1]) * freq2 + (time+4));;
    }


    //#define USE_SHARED_DIFFUSE_MAP
    #define USE_REGISTERED_SAMPLERS


    #ifdef USE_REGISTERED_SAMPLERS

    //STR: order is important for performance! (after fx_MeshTextureSampler_Register, all sampler assigned to "diffuse_texture")
    #define fx_ReflectionTextureSampler_Register 0
    #define fx_EnvTextureSampler_Register 1
    #define fx_Diffuse2Sampler_Register 2
    #define fx_NormalTextureSampler_Register 3
    #define fx_SpecularTextureSampler_Register 4
    #define fx_DepthTextureSampler_Register 5
    #define fx_CubicTextureSampler_Register 6
    #define fx_ShadowmapTextureSampler_Register 7
    #define fx_ScreenTextureSampler_Register 8
    #define fx_MeshTextureSampler_Register 9
    #define fx_ClampedTextureSampler_Register 10
    #define fx_FontTextureSampler_Register 11
    #define fx_CharacterShadowTextureSampler_Register 12
    #define fx_MeshTextureSamplerNoFilter_Register 13
    #define fx_DiffuseTextureSamplerNoWrap_Register 14
    #define fx_GrassTextureSampler_Register 15


    // s# like versions for fx files
    #define fx_ReflectionTextureSampler_RegisterS s0
    #define fx_EnvTextureSampler_RegisterS s1
    #define fx_Diffuse2Sampler_RegisterS s2
    #define fx_NormalTextureSampler_RegisterS s3
    #define fx_SpecularTextureSampler_RegisterS s4
    #define fx_DepthTextureSampler_RegisterS s5
    #define fx_CubicTextureSampler_RegisterS s6
    #define fx_ShadowmapTextureSampler_RegisterS s7
    #define fx_ScreenTextureSampler_RegisterS s8
    #define fx_MeshTextureSampler_RegisterS s9
    #define fx_ClampedTextureSampler_RegisterS s10
    #define fx_FontTextureSampler_RegisterS s11
    #define fx_CharacterShadowTextureSampler_RegisterS s12
    #define fx_MeshTextureSamplerNoFilter_RegisterS s13
    #define fx_DiffuseTextureSamplerNoWrap_RegisterS s14
    #define fx_GrassTextureSampler_RegisterS s15
                                                 
    #endif
  3. Before post: Crash and RUNTIME ERRORs Look here

    my rgl_log.txt:

    } //Processing Ini File Finished
    Loading Music...
    Loading Textures...
    Finished Loading Textures...
    L8 Format is  supported
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
    Loading Module...
    Loading item kinds...
    Loading dialogs...
    Loading mission templates...
    Loading party templates...
    loading time:  69870
    Finished All...
    Loading tracks
    load_map_data complete.
    Init_map complete.
    init_meta_mission complete.
    map mesh built.
    get_ideal_sun_color.
    get_ideal_fog_color.
    1333 parties added.
    launch complete.
    My rgl_config.txt:
    first_time = 0

    texture_detail = 70

    render_buffer_size = 32

    max_framerate = 120

    start_windowed = 0

    use_pixel_shaders = 0

    use_vertex_shaders = 1

    fake_reflections = 1

    show_framerate = 0

    use_ondemand_textures_ = 0

    use_ondemand_textures_mt = 1

    disable_music = 0

    disable_sound = 0

    disable_frequency_variation = 0

    cheat_mode = 0

    enable_blood = 1

    enable_edit_mode = 0

    force_single_threading = 0

    debug_mode = 0

    display_width = 1440

    display_height = 900

    display_bits = 32

    antialiasing = 0

    sample_quality = 0

    alpha2coverage = 0

    force_vsync = 1

    shadowmap_quality = 0

    shader_quality = 1

    postfx_dof = 0

    postfx_hdr = 0

    postfx_autoexp = 0

    flora_degrade_distance = 100.0000

    flora_lod_detail = 1

    use_instancing = 1

    use_secure_connection = 0

    max_number_of_connections = 16

    look_for_server_on_this_machine = 0

    music_volume = 0.4000

    sound_volume = 1.0000

    mouse_sensitivity = 0.5000

    invert_mouse = 0

    enable_lighting = 1

    enable_particles = 1

    enable_blood = 1

    enable_character_shadows = 1

    enable_accurate_shadows = 1

    number_of_corpses = 4

    grass_density = 50

    combat_speed = 2

    friend_combat_difficulty = 0

    adapter_format = 0

    reduce_combat_ai = 2

    reduce_campaign_ai = 2

    combat_difficulty = 0

    display_labels = 1

    display_targeting_reticule = 1

    display_attack_direction = 0

    turn_camera_with_horse_in_first_person = 2

    verbose_damage = 1

    verbose_shot_difficulty = 1

    battle_size = 0.0000

    attack_direction_control = 2

    defend_direction_control = 0

    lance_control = 0

    anisotropic_filtering = 1

    enable_environment_shadows = 1

    verbose_casualties = 1

    verbose_experience = 1

    realistic_shadows_on_plants = 0

    number_of_ragdolls = 4

    gamma = 2.2000

    character_detail = 0.0000

    character_shadow_detail = 0.0000

    control_mouse_movement_y_scale = 1.5000

    blood_stains = 0

    use_winmm_audio = 0

    enable_version_check = 1

    enable_aspect_ratio_control = 1

    realistic_headshots = 0

    auto_gfx_quality = 2

    enable_gamepad_vibration = 1

    Any advice? Please let me know. Thanks
  4. Before post: Crash and RUNTIME ERRORs Look here

    after amending the information in the config.txt. it still crash as a result.... any advice?
  5. Before post: Crash and RUNTIME ERRORs Look here

    My rgl_log file:
    Loading Music...
    Loading Textures...
    Finished Loading Textures...
    L8 Format is  supported
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_missile_launch
    Loading Module...
    Loading item kinds...
    Loading dialogs...
    Loading mission templates...
    Loading party templates...
    loading time:  70739
    Finished All...
    Loading tracks
    load_map_data complete.
    Init_map complete.
    init_meta_mission complete.
    map mesh built.
    get_ideal_sun_color.
    get_ideal_fog_color.
    1352 parties added.
    launch complete.
    HERR_BUFFER_LOCK_FAILED!
    17742

    My savegame:
    #ifndef USE_OPENGL // for mb.fx file
    #define USE_DIRECTX9
    #endif

    #define USE_NEW_TREE_SYSTEM

    #define FLORA_DETAIL_FADE_MUL (3.0f / 4.0f)

    #ifdef USE_DIRECTX9
    //#define USE_DEVICE_TEXTURE_ASSIGN
    #define USE_FX_STATE_MANAGER
    //#define USE_SHADER_CONSTANT_MANAGER
    #endif

    //#define USE_LIGHTING_PASS
    #ifdef USE_LIGHTING_PASS
    #define USE_SEQUENTIAL_LIGHTING_CALLS
    #define MAX_LIGHTS_PER_PASS 4
    #endif

    inline float get_wave_height(const float pos[2], const float coef, const float freq1, const float freq2, const float time)
    {
    return coef * sin( (pos[0]+pos[1]) * freq1 + time) * cos( (pos[0]-pos[1]) * freq2 + (time+4));;
    }


    //#define USE_SHARED_DIFFUSE_MAP
    #define USE_REGISTERED_SAMPLERS


    #ifdef USE_REGISTERED_SAMPLERS

    //STR: order is important for performance! (after fx_MeshTextureSampler_Register, all sampler assigned to "diffuse_texture")
    #define fx_ReflectionTextureSampler_Register 0
    #define fx_EnvTextureSampler_Register 1
    #define fx_Diffuse2Sampler_Register 2
    #define fx_NormalTextureSampler_Register 3
    #define fx_SpecularTextureSampler_Register 4
    #define fx_DepthTextureSampler_Register 5
    #define fx_CubicTextureSampler_Register 6
    #define fx_ShadowmapTextureSampler_Register 7
    #define fx_ScreenTextureSampler_Register 8
    #define fx_MeshTextureSampler_Register 9
    #define fx_ClampedTextureSampler_Register 10
    #define fx_FontTextureSampler_Register 11
    #define fx_CharacterShadowTextureSampler_Register 12
    #define fx_MeshTextureSamplerNoFilter_Register 13
    #define fx_DiffuseTextureSamplerNoWrap_Register 14
    #define fx_GrassTextureSampler_Register 15


    // s# like versions for fx files
    #define fx_ReflectionTextureSampler_RegisterS s0
    #define fx_EnvTextureSampler_RegisterS s1
    #define fx_Diffuse2Sampler_RegisterS s2
    #define fx_NormalTextureSampler_RegisterS s3
    #define fx_SpecularTextureSampler_RegisterS s4
    #define fx_DepthTextureSampler_RegisterS s5
    #define fx_CubicTextureSampler_RegisterS s6
    #define fx_ShadowmapTextureSampler_RegisterS s7
    #define fx_ScreenTextureSampler_RegisterS s8
    #define fx_MeshTextureSampler_RegisterS s9
    #define fx_ClampedTextureSampler_RegisterS s10
    #define fx_FontTextureSampler_RegisterS s11
    #define fx_CharacterShadowTextureSampler_RegisterS s12
    #define fx_MeshTextureSamplerNoFilter_RegisterS s13
    #define fx_DiffuseTextureSamplerNoWrap_RegisterS s14
    #define fx_GrassTextureSampler_RegisterS s15
                                                 
    #endif


    I need advice seriously as the game keep on crashing...
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