I'm sorry to hear that, did yoy try other combinations?Adalhard said:I got two ctd tonight. I put them in spoilers for those who don't want to be spoiled about the questline
The game notified me that a rgl_log was created. Where can I find it, so I can send it t you to help you?
You might try to switch those values from 0 to 1 depending on your computer.use_ondemand_textures = 1 #if crash move to 0 depend on your pc
use_ondemand_textures_mt = 1 #if crash move to 0 depend on your PC
1. Graphics: Pony manes have grey edges. Looks like the mane texture does not really fit right. Not sure how to explain it.
2. Graphics: Hands fall off when character/troops die. Hands stay attached to weapon when man falls. Most noticeble in the village "Train Troop" mission when the villager falls and it looks like his "nut sack" comes out of his shorts.
3. Graphics: Sometimes colors for tunics and hair either seems too bright or too faded, and usually depends on lighting source for scene.
8: Flying boats. All boats/ships I have seen fly well above the water. I know the are suppose to be riding the waves, but it's not even close.
I have never seen it. We will try to find why it happened to you?4: During story mode, could not talk to Regihild (??????) because he had merged with a Slave Trader. I exited Tavern and went back and they were separated. Maybe one time glitch.
Could you go back to your previous rgl_config and let us know if it still happening? Since it's seems mac don't create rgl_log, we can't track this kind of issues deeply.5: Game Freezing: I never had a freeze problem before. Not sure if VCRE or because I changed something in rgl_config. It happened a few times in Taverns. I exited tavern, saved and loaded game and all was fine.
6: Mac crash: So far, I think the crashes have been improved. Prior to VCRE, the game crashed frequently during transition scenes (leaving towns, exiting a conversation,etc.). Battles were usually fine up to about 200-400 men, and then it would lag, usually dropping to about 12-15FPS. Since VCRE I have only had a few crashes, but two were during battles around 20 men in the fog. So crashing down, freezing up. But could be changes I made in rgl_config
7: Rgl_config recommendations: Any way you guys can post what changing values in rgl_config should do? What is buffer size? Should it be higher or lower? What is forced vertical synch? On or off? etc. I know it is a lot to ask, but it may help with optimizing game.
Noted. Thank you9: For some reason, grass density setting keeps going back to zero. I need to set every time I start game. Other setting stay how I left them.
10: Game doesn't stay in first person view. Often reverts to third person when entering battle, tournament, arena, etc,
11: Add option to disable death cam. I prefer first person game, and liked how WB worked when my character was knocked out.
This will be fixed, hopefully, in the next patch.12: Script errors, Script errors, Script error.
[email protected] said:I went back to a fresh rgl_config just to try something (in spoilers below). I loaded a sandbox game in windows mode and had my activity monitor on to watch memory usage (wish I had a screenshot) which was using about 4.1GB total. entered two villages and walked around and talked to villagers. Then traveled to town, entered tavern, talked to host and happy widow, and exited tavern and hit "wait here for some time" to rest at town, and Crash to desktop after a few minutes of play. No battles, just walking and talking. I will post crash report in next message
I hope this helps to figure out why so many crashes.
first_time = 1
texture_detail = 100
render_buffer_size = 15
max_framerate = 60
start_windowed = 1
use_pixel_shaders = 1
use_vertex_shaders = 1
fake_reflections = 1
show_framerate = 0
use_ondemand_textures = 1
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 = 1024
display_height = 768
display_bits = 32
antialiasing = 4
sample_quality = 0
alpha2coverage = 1
force_vsync = 1
shadowmap_quality = 1
shader_quality = 0
postfx_dof = 1
postfx_hdr = 0
postfx_autoexp = 1
flora_degrade_distance = 75.0000
flora_lod_detail = 0
use_instancing = 0
use_secure_connection = 0
max_number_of_connections = 16
look_for_server_on_this_machine = 0
music_volume = 0.1626
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 = 5
grass_density = 100
combat_speed = 2
friend_combat_difficulty = 2
adapter_format = 0
reduce_combat_ai = 1
reduce_campaign_ai = 1
combat_difficulty = 2
display_labels = 0
display_targeting_reticule = 0
display_attack_direction = 0
turn_camera_with_horse_in_first_person = 3
verbose_damage = 0
verbose_shot_difficulty = 0
battle_size = 1.0000
attack_direction_control = 2
defend_direction_control = 1
lance_control = 2
anisotropic_filtering = 1
enable_environment_shadows = 1
verbose_casualties = 0
verbose_experience = 0
realistic_shadows_on_plants = 1
number_of_ragdolls = 5
gamma = 2.2000
character_detail = 0.0000
character_shadow_detail = 0.0000
control_mouse_movement_y_scale = 1.5000
blood_stains = 2
use_winmm_audio = 0
enable_version_check = 1
enable_aspect_ratio_control = 1
realistic_headshots = 0
auto_gfx_quality = 0
enable_gamepad_vibration = 1
Crash report https://www.dropbox.com/s/tnker0r4pckhvcr/crashreport.txt?dl=0
Edit: I merge the report in 1 txt. Remember you can post txt
Hi cova, I'm afraid VC do not support Dxt7 (15 years old).cova said:when i enter in the game show me a message he say the selected module does support DirectX 7 model
i use MAC
I also get the message about directX 7. I think cova's point is that it's super weird to have this message on mac since directX doesn't exist on mac, so it's probably a small bug. Maybe it comes from the "module.ini" file, as directx7 is mentionned in it?Hi cova, I'm afraid VC do not support Dxt7 (15 years old).
Adalhard said:Hello!
I made a few tests this week-end playing a bit with the parameters you suggested and a few others.
I did not see much difference when playing with use_ondemand_textures = 1 and use_ondemand_textures_mt = 1 except it seems I have some small freezes when I disable ondemand (value=0).
I did not notice differences with the pixel and vertex shaders.
I think I crashed more easily while moving on the sea when I disabled fake reflections.
I deactivated the 3D view in towns which seems to have reduced the frequency of crashes a bit when entering towns and villages.
I think using single_threading makes my game crash more often.
I ended up with this configuration:
My game still crashes every 30mn-1h but it's already a bit better than before. I never crash during battles but always during transitions between map and towns, or at the end of dialogues or on the sea.first_time = 1
texture_detail = 60
render_buffer_size = 15
max_framerate = 120
start_windowed = 0
use_pixel_shaders = 1
use_vertex_shaders = 1
fake_reflections = 1
show_framerate = 0
use_ondemand_textures_ = 1
use_ondemand_textures_mt = 1
disable_music = 0
disable_sound = 0
disable_frequency_variation = 0
cheat_mode = 1
enable_blood = 1
enable_edit_mode = 0
force_single_threading = 0
debug_mode = 0
display_width = 1680
display_height = 1050
display_bits = 32
antialiasing = 0
sample_quality = 0
alpha2coverage = 0
force_vsync = 1
shadowmap_quality = 0
shader_quality = 0
postfx_dof = 0
postfx_hdr = 0
postfx_autoexp = 0
flora_degrade_distance = 75.0000
flora_lod_detail = 1
use_instancing = 0
use_secure_connection = 0
max_number_of_connections = 16
look_for_server_on_this_machine = 0
music_volume = 1.0000
sound_volume = 1.0000
mouse_sensitivity = 0.5000
invert_mouse = 0
enable_lighting = 0
enable_particles = 0
enable_blood = 1
enable_character_shadows = 0
enable_accurate_shadows = 1
number_of_corpses = 0
grass_density = 0
combat_speed = 3
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 = 0.2180
attack_direction_control = 2
defend_direction_control = 0
lance_control = 0
anisotropic_filtering = 0
enable_environment_shadows = 0
verbose_casualties = 0
verbose_experience = 0
realistic_shadows_on_plants = 0
number_of_ragdolls = 0
gamma = 2.2000
character_detail = 0.0000
character_shadow_detail = 0.0000
control_mouse_movement_y_scale = 1.5000
blood_stains = 1
use_winmm_audio = 0
enable_version_check = 1
enable_aspect_ratio_control = 1
realistic_headshots = 0
auto_gfx_quality = 0
enable_gamepad_vibration = 0
I also get the message about directX 7. I think cova's point is that it's super weird to have this message on mac since directX doesn't exist on mac, so it's probably a small bug. Maybe it comes from the "module.ini" file, as directx7 is mentionned in it?Hi cova, I'm afraid VC do not support Dxt7 (15 years old).
module_name = Viking_Conquest108
compatible_with_warband = 1
operation_set_version = 1167
supports_directx_7 = 0
reduce_texture_loader_memory_usage = 1
use_case_insensitive_mesh_searches = 1
use_texture_degration_cache = 0
use_scene_unloading = 1
num_hints = 12
has_tutorial = 1
auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.
#map
map_min_x = -257.903931 #frisia
map_max_x = 281.758255 #dinamarca
map_min_y = -281.854553
map_max_y = 290.571899
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01
map_min_elevation = 0.2 #maximum zoom before 0.5
# map_max_elevation = 1.0 #minimum zoom
# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types = 17
map_steppe_tree_types = 0
map_desert_tree_types = 0
map_max_distance = 175.0
time_multiplier = 0.25 #chief add points to travel-time speed.
seeing_range = 6.5
track_spotting_multiplier = 0.8
auto_compute_party_radius = 1 #helps space, select if mod has large icons
disable_disband_on_terrain_type = 0
use_strict_pathfinding_for_ships = 1 #keeps ships at sea for sea-to-sea routes
disable_force_leaving_conversations = 1 #no TAB end in conversations.
shorter_pistol_aiming = 1 #add pistols to the exception just like in crossbow and muskets
apply_all_ammo_damage_modifiers = 1
maximum_number_of_notification_messages = 4 #msg in battle. Common 10
ai_decide_direction_according_to_damage = 1
#New leveling system
skill_points_per_level = 2
attribute_points_per_level = 0.195 #0.125
weapon_points_per_level = 5
level_boundary_multiplier = 2.0
attribute_required_per_skill_level = 2
# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15
skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20
#chief cambia para que player levee mas lento
player_xp_multiplier = 1.0
hero_xp_multiplier = 2.0
regulars_xp_multiplier = 2.0 #+ XP modifier = + the amount of experience they get for kills
#scenes
far_plane_distance = 2000 #Default is 1250 cm
battle_size_min = 150
battle_size_max = 750
display_wp_firearms = 1
blood_multiplier = 6.0 #chief aumentado
air_friction_arrow = 0.006
air_friction_bullet = 0.002
consider_weapon_length_for_weapon_quality = 1 #weapon selection
# horses have speed modifiers
meek_modifier_speed_bonus=2
timid_modifier_speed_bonus=1
# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp = 3.0
# No extra penetration flags are set, so keep them ineffective
extra_penetration_factor_soak = 1.0
extra_penetration_factor_reduction = 1.0
# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
#chief cambia
armor_soak_factor_against_cut = 0.8
armor_soak_factor_against_pierce = 0.65
armor_soak_factor_against_blunt = 0.65
armor_reduction_factor_against_cut = 0.95
armor_reduction_factor_against_pierce = 0.65
armor_reduction_factor_against_blunt = 0.75
horse_charge_damage_multiplier = 1.0
couched_lance_damage_multiplier = 0.65
fall_damage_multiplier = 1.0
#chief cambia acaba
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.
shield_penetration_offset = 30.0
shield_penetration_factor = 3.0
#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 6
melee_damage_speed_power = 1.4
multiplayer_walk_enabled = 0
mission_object_prune_time = 180
#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot = 1
# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/
scan_module_textures = 1
scan_module_sounds = 1
#edit mode should be enabled
give_performance_warnings = 1 #turn off for production
#load_module_resource = core_textures #for openbrf!
#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.
load_mod_resource = La_Grandmasters_Shaders
load_mod_resource = test #MODED
#load_mod_resource = textures_face_gen #MODED
load_mod_resource = shaders #MODED
load_mod_resource = textures #chief brust on
load_mod_resource = vc_textures #brust
load_mod_resource = vc_materials #brust
load_mod_resource = materials ######### La_Grandmaster chief Change #################
load_module_resource = materials_face_gen #puesto chief
load_mod_resource = vc_bodies #chief brust add
#load_mod_resource = body_meshes #chief brust add
load_module_resource = uimeshes #MODED
load_module_resource = meshes_face_gen #chief cambia
load_module_resource = helpers #MODED
load_module_resource = vc_map_objects #brust anade
load_module_resource = vc_map_iconchars #brust anade
load_module_resource = particle_meshes #MODED
load_module_resource = skeletons #MODED
load_module_resource = grass_meshes #brust change
load_module_resource = plant_meshes #MODED
load_module_resource = object_meshes #MODED
load_module_resource = object_bodies #MODED
load_mod_resource = goods_meshes #MODED
load_mod_resource = item_meshes1 #MODED
#load_mod_resource = horse_a #MODED
#load_mod_resource = arabian_castle #MODED
load_mod_resource = food #MODED
#load_mod_resource = beards #MODED
load_mod_resource = village_houses #MODED
load_mod_resource = village_houses_a #MODED
load_mod_resource = village_houses_b #MODED
#load_mod_resource = hair #MODED
#load_resource = deneme #chief off
load_module_resource = interiors_a
load_module_resource = interiors_b
load_module_resource = interiors_c
load_module_resource = arena
#load_resource = map_icons_b
load_module_resource = castle_a
load_module_resource = dungeon
#load_module_resource = stone_houses
load_module_resource = snowy_houses
#load_module_resource = snowy_castle
#load_resource = helmets_d #chief off
#load_resource = helmets_e #chief off
#load_resource = helmets_f #chief off
#load_module_resource = castle_b
load_module_resource = square_keep
#load_resource = anim_b
#load_resource = shields #chief off
#load_resource = shields_b #chief off
#load_resource = weapon_meshes_c
#load_resource = xtree_meshes_b #brust off vc_tree now
#load_resource = map_icons_c
load_module_resource = vc_pictures #chief cambia a module
load_module_resource = user_interface_b #cambiado chief para compas
load_module_resource = user_interface_c #custom battle scene picture fixes and addition
load_module_resource = user_interface_d #custom battle scene picture fixes and addition
load_module_resource = scene_encounter_spot
load_module_resource = interior_thirsty_lion
#load_module_resource = scene_small_tavern
#load_resource = weapon_meshes1
##load_resource = weapon_meshes_b #chief off #arrows brf
load_module_resource = houses1
load_module_resource = wall_meshes1
load_module_resource = town_houses
load_module_resource = doors
load_module_resource = churches
#load_module_resource = town_houses_b
load_module_resource = castle_c
load_module_resource = castle_d
load_module_resource = castle_e
load_module_resource = castle_f
load_module_resource = castle_g
load_module_resource = castle_h
load_module_resource = castle_i
#load_module_resource = gatehouse
load_module_resource = viking_houses
#load_module_resource = fake_houses
load_module_resource = town_houses_c
#load_resource = banners #off chief
#load_resource = map_flags
#load_resource = map_flags_b
#load_resource = map_flags_c
#load_resource = map_flags_d
#load_resource = costumes_a
load_module_resource = particles_2
load_module_resource = prisons
load_module_resource = prisons_b
#load_module_resource = interiors_d
#load_resource = costumes_b #chief off
#load_resource = costumes_c #chief off
#load_resource = arena_costumes #chief off
#load_resource = boots_a #chief off
#chief horizontes
#load_module_resource = terrain_borders
#load_module_resource = terrain_borders_b
load_module_resource = vc_terrain_borders
#chief acaba
load_module_resource = skyboxes
load_module_resource = new_skyboxes
load_module_resource = object_b
#load_resource = tree_e_meshes
load_module_resource = destroy
#load_resource = xtree_meshes_c #brust cambia
load_module_resource = vc_trees #brust cambia
load_module_resource = grass_meshes_b #brust change
load_module_resource = interiors_steppe
#load_resource = grooming_horse
load_module_resource = town_houses_d
#load_module_resource = horses_b
load_module_resource = ani_horse_mounted
#load_module_resource = deneme2
load_module_resource = horse_skeleton
#load_module_resource = steppe_fake_houses
#load_resource = weapon_meshes_d #chief off
#load_module_resource = tableau_shields
#load_resource = heraldic_armors #chief off
#load_resource = spear #chief off
#load_resource = weapons_e #chief off
#load_resource = weapons_f #chief off
load_module_resource = instruments
#load_resource = sarranid_armors #chief off
#load_module_resource = custom_banner
load_module_resource = simple_primitives
load_module_resource = ani_man_walk
#load_resource = ani_twohanded
#load_resource = ani_onehanded
load_module_resource = ani_death
load_module_resource = ani_stand_guardsman
load_module_resource = ani_human_mounted
load_module_resource = ani_lady_stand
load_module_resource = ani_poses
#load_resource = ani_stand_shopkeeper
load_module_resource = ani_man_cheer
load_mod_resource = ani_stand_onhorse
#load_resource = ani_throw_stone
load_module_resource = ani_strikes
load_module_resource = ani_equip_arms
load_module_resource = ani_run_p
load_module_resource = ani_run_forward_left_right
load_module_resource = uni_strikes3
load_module_resource = ani_walk_sideways
load_module_resource = ani_run_sideways
load_module_resource = ani_stand
load_module_resource = ani_crouch_down
load_module_resource = ani_low_walk
load_mod_resource = ani_turn_man
#load_resource = ani_attacks_single
load_module_resource = ani_lancer
load_mod_resource = ani_attacks
load_module_resource = ani_kicks
#load_resource = ani_parry_attack
load_module_resource = ani_walk_backward
load_module_resource = ani_run_lookingsides
load_module_resource = ani_defends
load_module_resource = ani_walk_lookingsides
load_module_resource = ani_jump
load_module_resource = ani_wedding
#load_module_resource = arabian_props
#animations
load_module_resource = uni_jump
load_mod_resource = uni_stances
load_module_resource = uni_equip
load_module_resource = uni_strike
load_mod_resource = uni_throws
load_module_resource = uni_fistswing
load_module_resource = uni_lord_stand
load_module_resource = uni_defence
load_module_resource = uni_sideways
load_module_resource = dart
#load_resource = armors_new_a #chief off
#load_resource = armors_new_b
#load_resource = armors_new_heraldic #chief off
#load_resource = armors_new_arena
#load_resource = crossbows #chief off
#load_resource = arabian_armors #chief off
load_module_resource = rock #brust changed
#load_resource = costumes_d #chief off
#load_resource = nordic_helmets #chief off
#load_resource = sarranid_helmets #chief off
#load_resource = sarranid_armor #chief off
load_module_resource = raw_materials
#load_resource = khergit_lady_dress #chief off
#load_resource = vaegir_helmets #chief off
load_module_resource = gauntlets_new
#load_resource = sarranid_lady_dress #chief off
#load_resource = sarranid_boots #chief off
load_module_resource = bride_dress
#load_resource = full_plate_armor #chief off
#load_resource = weapon_meshes_e #chief off
#load_resource = fur_armors_a #chief off
load_module_resource = ui_server_filter
#load_resource = warhorse_new #chief off
load_module_resource = ship
load_module_resource = arabian_houses
load_module_resource = object_c
#load_resource = tree_f
#load_module_resource = interiors_arabian
#load_module_resource = arabian_village
load_module_resource = valleyProps #to VC
load_module_resource = workshops
load_module_resource = barrier_primitives
load_module_resource = town_houses_e
load_module_resource = wb_mp_objects_a
#empieza chief
load_mod_resource = vc_arcosyflechas
load_mod_resource = bry_banners
load_mod_resource = bry_banners_default
load_mod_resource = bry_battlebanners
load_mod_resource = bry_flags_vertical
load_mod_resource = vc_iconos
load_mod_resource = bry_pic_mesh
#load_mod_resource = core_ui_meshes
load_mod_resource = vc_shields
load_mod_resource = vc_shields_tableau #must be loaded after vc_shields
load_mod_resource = vc_armors_angle
load_mod_resource = vc_armors_briton
load_mod_resource = vc_armors_frisians
load_mod_resource = vc_armors_generic
load_mod_resource = vc_armors_irish
load_mod_resource = vc_armors_norse
load_mod_resource = vc_armors_picts
load_mod_resource = vc_armors_saxon
load_mod_resource = vc_clerics
load_mod_resource = vc_female_dresses
load_mod_resource = vc_shoes
load_mod_resource = vc_swords
load_mod_resource = vc_helmets
load_mod_resource = vc_axes
load_mod_resource = vc_native
load_mod_resource = vc_props
load_mod_resource = vc_props2
load_mod_resource = vc_props3
load_mod_resource = vc_props_new_houses
load_mod_resource = vc_sea_battle
load_mod_resource = vc_spears
load_mod_resource = dedal_anims #VC animations
load_mod_resource = vc_hoods
load_mod_resource = vc_shields2
load_mod_resource = vc_swords2
load_mod_resource = vc_food
load_mod_resource = vc_tradeitems
load_mod_resource = vc_knifes
load_mod_resource = vc_horses
load_mod_resource = La_Grandmasters_map_text
load_mod_resource = vc_shields_basic
load_mod_resource = vc_work
load_mod_resource = vc_animals
#works_with_version_min = 1030 #deprecated, use module_version and compatible_savegame_module_version instead
#works_with_version_max = 1011 #deprecated, use module_version and compatible_savegame_module_version instead
module_version = 1040 #can be used for multiplayer and single player (saved game) module versioning
compatible_module_version = 1040 #can be used for multiplayer module versioning
compatible_savegame_module_version = 0 #can be used for single player (saved game) module versioning
limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1
show_troop_upgrades_button = 1
#use_explicit_couch_flag = 1
dont_load_regular_troop_inventories = 1
#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 1
#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0
crush_through_treshold = 2.4
can_crouch = 1
can_objects_make_sound = 1
disable_zoom = 0
use_advanced_formation = 0
use_crossbow_as_firearm = 0
can_reload_while_moving = 0
can_run_faster_with_skills = 1
use_phased_reload = 0
horses_try_running_away = 1
lance_pike_effect_speed = 3.0
no_friendly_fire_for_bots = 0
can_adjust_camera_distance = 1
sync_ragdoll_effects = 0
has_forced_particles = 0
can_use_scene_props_in_single_player = 0
disable_attack_while_jumping = 0
disable_high_hdr = 0
has_accessories_for_female = 0