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@Windbusche:
Are you sure you only have 1GB of RAM? That seems very unlikely on a 64-bit Windows 7/Intel i7 machine.
More likely is that Steam has forced your Warband into a Windows "compatibility mode" which is preventing it from using the rest of your RAM. Go to the mb_warband.exe (and the steam.exe if necessary), check the properties, and be sure "compatibility mode" is UN-ticked. Then you should be able to play Expanded without issue.

@thomas:
the rgl_log.txt there is error-free (it says 'closed' at the end) which makes me think it is not the log from immediately after the crash, but from later (the file gets rewritten every time you launch Warband)

As for the script error, it really depends on exactly what changes you made. I've not seen it before, which makes me guess it is due to your changes, though.
 
It was the log directly after the crash though, oh well. Must have been a fluke.

suppose I need a clean party_templates, huh.
 
first off heres some screen caps of the problem
okay so heres my problem:

I bought Mount & Blade : Warband on steam a couple weeks ago. downloaded it and played it for a roughly 5 days or so.
However, on the 6th day i wanted to try the floris mod on it so i downloaded it and choose the extended option when i went to play it i started it on steam and clicked 'play game' skipped the cutscene and it pops up the following;
Error message:
Generic application error. Enable debug output for detailed information. Switching to a reference rasterizer, a software device that implements the entire Direct3D feature set, but runs very slowly."

Warning: Nothing will be rendered. The reference rendering device was selected, but your computer only has a reduced-functionality reference device installed. Install the DirectX SDK to get the full reference device."

Generic Application error. Enable debug output for detailed information. This application will now exit."
It appears in 3 different boxes that appear one after the other.

I tried to fix the problem already by doing:
1) deleting the rglconfig
2)completely reinstalling M&B without floris mod installed
3) checked my drivers to make sure that none of them were updated since (they weren't lately, but they are up-to-date)

Here are my comp specs from "msinfo32"
OS Name Microsoft® Windows Vista™ Home Premium
Version 6.0.6002 Service Pack 2 Build 6002
Other OS Description Not Available
OS Manufacturer Microsoft Corporation
System Name DOWN-PC
System Manufacturer Dell Inc.
System Model Inspiron 537
System Type x64-based PC
Processor Intel(R) Celeron(R) CPU          450  @ 2.20GHz, 2194 Mhz, 1 Core(s), 1 Logical Processor(s)
BIOS Version/Date Dell Inc. A02, 3/30/2009
SMBIOS Version 2.5
Windows Directory C:\Windows
System Directory C:\Windows\system32
Boot Device \Device\HarddiskVolume3
Hardware Abstraction Layer Version = "6.0.6002.18005"
Installed Physical Memory (RAM) 2.00 GB
Total Physical Memory 1.96 GB
Available Physical Memory 537 MB
Total Virtual Memory 5.04 GB
Available Virtual Memory 484 MB
Page File Space 3.13 GB
Page File C:\pagefile.sys
Heres the rgl.log file
插入代码块:
Starting new log file.
 Version:  1.153 
 -Error: Code GE -2005530518 
 -Error: Code GE -2005530518 
 
Frame# : 0 
Saving options...  OK!
 Exiting network manager...  OK!
 Deleting resources...  OK!
 Exiting physics manager...  OK!
 
 num rt_material : <c: r  0 > / <c: y 0 >
 
 Render Target Format Usages:
 
Dumping resource usage information: 
 #Full textures:  0 
 #RT textures:  0 
 #RT materials:  0 
 #RT Memory usage:  0 
 Exiting graphics manager...  OK! 
[\code]
Current Config { 
	first_time : 0 
	texture_detail : 47 
	render_buffer_size : 15 
	max_framerate : 120 
	start_windowed : 0 
	use_pixel_shaders : 1 
	use_vertex_shaders : 1 
	fake_reflections : 1 
	show_framerate : 1 
	use_ondemand_textures : 1 
	use_ondemand_textures_mt : 0 
	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 : 0 
	display_height : 0 
	display_bits : 32 
	antialiasing : 0 
	sample_quality : 0 
	alpha2coverage : 0 
	force_vsync : 0 
	shadowmap_quality : 0 
	shader_quality : 2 
	postfx_dof : 0 
	postfx_hdr : 0 
	postfx_autoexp : 0 
	flora_degrade_distance : 100.000000 
	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 : 0.400000 
	sound_volume : 1.000000 
	mouse_sensitivity : 0.500000 
	invert_mouse : 0 
	enable_lighting : 1 
	enable_particles : 1 
	enable_blood : 1 
	enable_character_shadows : 1 
	enable_accurate_shadows : 1 
	number_of_corpses : 3 
	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 : 0.342200 
	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 : 2 
	number_of_ragdolls : 3 
	gamma : 2.200000 
	character_detail : 0.500000 
	character_shadow_detail : 0.500000 
	control_mouse_movement_y_scale : 1.500000 
	blood_stains : 1 
	use_winmm_audio : 0 
	auto_gfx_quality : 0 
	enable_gamepad_vibration : 1 }
Closing log file... 
here is my current rgl_config
插入代码块:
first_time = 0

texture_detail = 47

render_buffer_size = 15

max_framerate = 120

start_windowed = 0

use_pixel_shaders = 1

use_vertex_shaders = 1

fake_reflections = 1

show_framerate = 1

use_ondemand_textures = 1

use_ondemand_textures_mt = 0

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 = 0

display_height = 0

display_bits = 32

antialiasing = 0

sample_quality = 0

alpha2coverage = 0

force_vsync = 0

shadowmap_quality = 0

shader_quality = 2

postfx_dof = 0

postfx_hdr = 0

postfx_autoexp = 0

flora_degrade_distance = 100.0000

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 = 0.4000

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 = 3

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 = 0.3422

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 = 2

number_of_ragdolls = 3

gamma = 2.2000

character_detail = 0.5000

character_shadow_detail = 0.5000

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 = 1
Please help if you know how to fix this it'd be appreciated alot i'd like to get back to playing my game  :neutral:
 
I'm having an issue with the bodyguards. They work fine and spawn in taverns / villages / etc up until I "attack" a bandit-infested village. They then never show up again, ever, unless I start a new save from scratch (or load a save from before that ambush). This has occurred consistently across 2-3 games. Any idea what the problem is?

edit: If it matters, I'm using an expanded version which I "compiled" via the dev suite (rather than installing it), and my battles are resized to 500. I mucked around with items a bit but otherwise no changes.
 
Hey i took some pause from playing warband - floris, since my newer computer broke down. I set up my old laptop and installed 1.153 warband and 2.53 expended floris mod. Also i have totaly new install of win 7 x64 so i can use all of my 4G ram. I have the same problem that one of guys have... its about white trees without texture and texture appearing if you hold F1 or if you get close enough. I put white trees in search engine and it only came up with that one post, where it was stated that running out of RAM is probable cause. Now i checked my ram usage at the moment i had that problem and i had still more than 1G of free ram. I believe it has something to do with actual textures of meshes, because if i hold F1 and textures appear they are all wrong. like huge wooden structers or something. i will post some screenshots when i get the chance. Also when im oustise in battlefield there are some vertical textures sticking out from the land back in the horizon... although it looks like buildings of some sorts i doubt thats something that is meant to be there. Im sorry if that problem has allready been discused in detail before.
 
@blerble
Uhm... you compiled it on the installed expanded mod of the according version number? If not you risk missing ressources depending on what version you started with/upgraded to.

@laralion
It isnt always as easy as reading system specs - while most of the time good specs help, it comes down to how well the warband engine works with a particular system. What you are describing happens when a graphics card clocks up and just picks a random texture for the sky/buildings/items/whatnot.
 
I installed the FEMP, then compiled the module system into that directory. Is that what you mean? Everything seems to work fine resource-wise except the missing Khergit textures.

edit: and both installations (dev suite and FEMP) are 2.53
 
Just making sure :wink:

Possibly some unforeseen consequence, we ll look into it. Unlikely that it ll make it into the next patch though.
 
@blerble & @Duh

I've also seen that issue of guards missing after the village bandit scene.

WB 1.153 with Floris 2.53 Gameplay.  This is the downloaded version (ie. i didn't recompile it).

To shed another clue on the problem:  The guards will remain missing in taverns & villages until...
at a town, choosing the 'take a walk around the town' (or whatever it's called) will make them return to following you as normal.
 
tunaisafish 说:
@blerble & @Duh

I've also seen that issue of guards missing after the village bandit scene.

WB 1.153 with Floris 2.53 Gameplay.  This is the downloaded version (ie. i didn't recompile it).

To shed another clue on the problem:  The guards will remain missing in taverns & villages until...
at a town, choosing the 'take a walk around the town' (or whatever it's called) will make them return to following you as normal.
This really doesn't make much sense, unless your bodyguards are wounded.
The bodyguard code doesn't adjust any settings. The only "output" it produces (other than spawning them in appropriate scenes) is wounding them if they get injured.

You're sure they're not simply wounded?

laralion 说:
Hey i took some pause from playing warband - floris, since my newer computer broke down. I set up my old laptop and installed 1.153 warband and 2.53 expended floris mod. Also i have totaly new install of win 7 x64 so i can use all of my 4G ram. I have the same problem that one of guys have... its about white trees without texture and texture appearing if you hold F1 or if you get close enough. I put white trees in search engine and it only came up with that one post, where it was stated that running out of RAM is probable cause. Now i checked my ram usage at the moment i had that problem and i had still more than 1G of free ram. I believe it has something to do with actual textures of meshes, because if i hold F1 and textures appear they are all wrong. like huge wooden structers or something. i will post some screenshots when i get the chance. Also when im oustise in battlefield there are some vertical textures sticking out from the land back in the horizon... although it looks like buildings of some sorts i doubt thats something that is meant to be there. Im sorry if that problem has allready been discused in detail before.
As Duh suggested, this is likely still a memory issue.
If you post the contents of your rgl_log.txt file we'll have a better idea if Warband is detecting your system correctly and if anything obvious sticks out.
 
Caba`drin 说:
You're sure they're not simply wounded?

Yes, I'm sure.  It's an instant 'fix' to whatever it is that goes wrong.

I've actually got all 22 companions in my party atm, and the clerics group never enter combat.  So there's always some uninjured ones ready to act as guards if needed.  Yes sometimes, when it's working, the first few injured ones will be passed over and those further down the list used instead.

If it will help I'll post a savegame after my next village bandit battle.
 
@tunaisafish Yep just tried taking a walk about the streets, guards are back for me too. Odd.

All my companions are at 100% (and I have a party of 61 right now) so I don't think it's the wounded thing.

Would post a save but I think it would be "broken" due to my item modding (I used modmerger to stick items in the front of the list) -_-
 
@blerble, I'm glad the workaround works for you too :smile:

I just cleared out some more of the vermin...

Saved Game just after defeating the bandits infesting Ayyike.
(WB 1.153 with Floris 2.53 Gameplay)

If the bug is reproduced on other peoples setups...

If you enter the village centre of Ayyike you'll have no guards with you.

Travel to Reyvadin. (it actually doesn't matter where but that's close)
Enter Tavern - see no guards.
Take walk about streets - see guards.
Enter Tavern again - see guards.
 
Most likely scenario: they are spawning, but are spawning in some nonsensical location.
If you'd open up your mission_templates.txt

And find the lines that look something like (this is the gameplay version of the trigger, but expanded should look similar)
插入代码块:
-25.000000 0.000000 0.000000  1 541 3 648518346341351424 83 1  24 2071 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 2147483679 2 1224979098644774913 360287970189639680 1507 1 1224979098644774913 110 1 1224979098644774913 1700 1 1224979098644774914 30 2 1224979098644774914 0 1770 2 1224979098644774915 1224979098644774914 1710 2 1 1224979098644774914 1771 2 1224979098644774912 1224979098644774915 1803 3 1224979098644774912 1224979098644774914 1 1807 2 1224979098644774912 1 2136 3 1224979098644774916 1 3 2107 2 1224979098644774916 100 721 2 1 1224979098644774916 2136 3 1224979098644774916 1 3 2136 3 1224979098644774917 0 2 2107 2 1224979098644774917 -1 4 0 2147483679 2 1224979098644774917 0 2107 2 1224979098644774916 1224979098644774917 3 0 720 2 1 1224979098644774916 1711 2 1224979098644774912 1

First be sure -25.000000 0.000000 0.000000  1 541 3 648518346341351424 83 1  24
the last number in this block is 25 (should be 24 in your file, so change it)

Then find
1710 2

Immediately before that put
2124 1 100

so it looks
2124 1 100 1710 2

That line should appear under
"town_default", "town_center", "village_center", "bandits_at_night", "castle_visit", and "visit_entrenchment"

That might fix the spawning issue if that's what it is.
 
Thanks Caba.

I changed that line in the 6 locations.  Then reloaded WB and the savegame where the guards are AWOL.

That didn't appear to make any difference - I tested both the village and tavern.
I rode around the village just in case they'd spawned and were stuck in a visible location - no luck though.

The 'walk about streets' was needed again to get them back.
I'll keep that edit active in case it makes a difference the next time the bandit infestation occurs.
 
That edit'll be in 2.54...really thought it was going to do the trick though. Thanks for testing.
I guess I'll need to throw a bunch of debug messages in and see what is different (though, really, I can't emphasize how much there shouldn't be a lick of difference). I really hope it's not the engine clockin' up.
 
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