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View Full Version : Consistent Crashing At Beginning Of Chapter 17


Lazarus187
09-02-2010, 07:20 AM
Basically I'm at the end of my proverbial rope here folks. This issue has persisted since I purchased the game last year, 1.1 patch notwithstanding. Initially I contacted Aspyr technical support, and they were utterly useless.

Essentially, the game consistently crashes to desktop at the the beginning of Chapter 17 ( Chronos ). It does not behave in this manner at ANY other point during the game. I receive the following error message:

Too many script variables

Script Stack Call:

->doendlevel
game_run


Here are my system's specs:

CPU: AMD Athlon FX-60 ( Dual Core ) ~2.6GHz
OS: Windows XP Home Edition (5.1, Build 2600) Service Pack 3
Graphics: BFG NVIDIA GeForce GTX 275, 896.0 MB
Display Driver Version: 6.14.0012.5896 (English)
Sound: SB Audigy 2 ZS Audio [7000]
Memory: 2 Gigabytes

Hope someone out there can assist. Many thanks in advance.

Sneaksie
09-02-2010, 07:50 AM
I assume you're loading the save game from chapter 16, move to the point where next level loads, and the game crashes while loading? Hmm, did you try to load an earlier save, for example, from chapter 15, and replaying chapter 16? Maybe this error is caused by some internal glitch, not your PC configuration, and you're the first to report such one.

Lazarus187
09-02-2010, 06:59 PM
I assume you're loading the save game from chapter 16, move to the point where next level loads, and the game crashes while loading?
Precisely. As the PC is reaching for the door that leads to the first map of Chapter 17, the game crashes to desktop as opposed to loading the next level. Aspyr technical support provided me with this generic "scripted" response dated 6-9-09:

Thanks for contacting Aspyr Media. Unfortunately the video card you are using is a card that has not been tested and therefore is not supported. Your feedback is greatly appreciated and we will investigate issues with this card as soon as one becomes available. As of right now I can't offer you support.

As far as I can determine, no other patches/fixes were released, thus I haven't been able to complete the game.

Sneaksie
09-03-2010, 06:08 AM
If i remember right, there should be a log file called render.txt or render.log in the game directory. Post its contents here, maybe it will help to understand what the problem is.

Lazarus187
09-05-2010, 03:47 AM
Alright, here are the the "abbreviated" ( originally contained 108,084 characters and the forum only allows 50,000 ) contents of the render.log file:


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1:51.61 Loading effect: camera_00.fxo (0)/ok
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1:52.30 Loading effect: volumefog_depth_00.fxo (0)/ok
1:52.30 Loading effect: volumefog_depth_06.fxo (6)/ok
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1:53.35 Loading effect: default_ani_10.fxo (10)/ok
1:53.37 Loading effect: default_ani_11.fxo (11)/ok
1:55.23 end preload fx buffers
1:55.24 Sync reset
1:55.31 START preload
1:56.28 END preload
1:56.84 Rendering scene for the first time: start
1:57.32 Loading effect: diffuse_simple_00.fxo (0)/ok
1:57.33 Loading effect: diffuse_simple_06.fxo (6)/ok
1:57.36 Loading effect: refract_00.fxo (0)/ok
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1:57.56 Loading effect: image_alphalevel_00.fxo (0)/ok
1:57.57 Loading effect: froze_screen_00.fxo (0)/ok
1:57.58 Loading effect: froze_refract_00.fxo (0)/ok
1:57.62 Rendering scene for the first time: end
2:46.82 Releasing resources...
2:46.94 TNL: Releasing separated vertex buffers: 0
2:46.94 TNL: Releasing separated index buffers: 0
2:46.94 TNL: Releasing buffers: ok
2:46.94 TNL: Releasing effects buffers 0
2:46.94 ResetGame();
2:47.03 Audio: Set speaker mode: 2
2:47.07 Releasing resources... ok
2:47.07 Loading .map:
2:47.11 Done.
2:47.12 Loading effect: screen_00.fxo (0)/ok
2:48.08 Loading textures:
2:48.08 Done.
2:48.08 Loading models:
2:48.08 Done.
2:50.61 Creating subsectors in bridge: 128
2:50.82 Creating subsectors in hall_3: 2
2:51.48 Not Separated navigation_room:l7
2:51.48 Creating subsectors in navigation_room: 4
2:51.50 Not Separated elevator_2:lamp1364_light
2:51.50 Creating subsectors in elevator_2: 1
2:51.65 Creating subsectors in course_room: 1
2:51.73 Not Separated radio_room:lamp
2:51.73 Creating subsectors in radio_room: 1
2:51.74 Not Separated bridge_hall:lamp1386_light
2:51.74 Creating subsectors in bridge_hall: 2
2:51.75 Creating subsectors in hall_4: 1
2:51.75 Creating subsectors in h_to_h4_door: 1
2:51.75 Creating subsectors in h4_to_navi_door: 1
2:51.75 Creating subsectors in navi_to_course_door: 1
2:51.75 Creating subsectors in navi_to_e2_door: 1
2:51.75 Creating subsectors in navi_to_radio_door: 1
2:51.75 Creating subsectors in bh_to_bridge_door: 1
2:51.76 Creating subsectors in lift: 1
2:51.81 Not Separated level_2:lamp0471_light04
2:51.81 Not Separated level_2:lamp1387_light
2:51.82 Creating subsectors in level_2: 2
2:51.82 Creating subsectors in radio_to_l2_door: 1
2:52.28 Creating subsectors in navigation_room_destr: 4
2:52.33 Creating subsectors in course_room_destr: 1
2:52.46 Creating subsectors in level_2_destr: 4
2:52.47 Creating subsectors in lift_temp: 1
2:52.48 Creating subsectors in navigation_room1_destr: 2
2:52.48 Creating subsectors in navigation_room2_destr: 2
2:52.49 Creating subsectors in exit_door: 1
2:52.50 Creating subsectors in navigation_room1: 2
2:52.50 Creating subsectors in navigation_room2: 2
2:53.14 Not Separated korpus:lamp1301_light
2:53.14 Not Separated korpus:lamp1303_light
2:53.14 Creating subsectors in korpus: 24
2:53.27 Creating subsectors in deck: 18
2:53.28 Creating subsectors in t_f_room: 32
2:53.29 Creating subsectors in door_out_end: 1
2:53.29 Finishing with .res...
2:53.29 loading ambients...
2:53.29 ambients cnt = 0...
2:53.29 random sounds...
2:53.29 loading water...
2:53.29 ...Done.
2:53.29 Link sectors().
2:53.30 Create GGroups().
2:53.30 CreateTMap().
2:53.30 Setup in sector entities.
2:54.09 Birth place added: alpha: -1.6, pos: 108826, 22484, 124943
2:54.28 Birth place added: alpha: -1.7, pos: 108047, 22075, 124903
2:55.09 Birth place added: alpha: -1.6, pos: 110125, 22459, 124927
2:55.22 Birth place added: alpha: 0.0, pos: 110037, 22075, 125803
2:55.22 Birth place added: alpha: -3.1, pos: 109413, 22075, 124495
2:55.22 Birth place added: alpha: 0.0, pos: 109270, 22075, 124996
2:55.22 Birth place added: alpha: 3.1, pos: 111414, 22075, 124128
2:55.30 Birth place added: alpha: -1.6, pos: 108805, 22464, 126589
2:55.30 Birth place added: alpha: -1.6, pos: 113221, 22020, 126681
2:55.43 finding environment planes in sector.
2:55.44 Setup items.
2:55.50 RefreshPortalLinks();
2:55.51 Passage Sectors:
2:55.51 h4_to_navi_door
2:55.51 navi_to_course_door
2:55.51 navi_to_e2_door
2:55.51 navi_to_radio_door
2:55.51 radio_to_l2_door
2:55.51 exit_door
2:55.51 door_out_end
2:55.56 CreateGroups dynamic
2:55.75 PreCalcSectorsAI();
2:55.75 Linked node: 'navigation_room_destr','navigation_room1_destr'
2:55.75 Linked node: 'navigation_room_destr','navigation_room2_destr'
2:55.75 Validating triggers list
2:55.75 Generating processors system
2:55.75 Link_Actions();
2:55.76 Link_SectorAmbients();
2:55.76 Create_GfxInfo();
2:56.01 GFX objects allocated: 320

2:56.01 PrecacheEmitters();
2:56.09 UpdateGGroupsEmittersList();
2:56.09 Create physics static collision
3:01.98 Update scripts indices...
3:02.20 ...Done.
3:02.31 TNL: Releasing separated vertex buffers: 7
3:02.31 TNL: Releasing separated index buffers: 5
3:02.31 TNL: Releasing buffers: ok
3:02.31 TNL: Releasing effects buffers 1
3:02.32 create default fx textures
3:02.32 Initializing default effects
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3:02.34 Loading effect: image_blendshadow_00.fxo (0)/ok
3:02.34 Loading effect: image_tonemap_00.fxo (0)/ok
3:02.34 Loading effect: image_findedge_00.fxo (0)/ok
3:02.34 Loading effect: volume_00.fxo (0)/ok
3:02.34 Loading effect: speed_00.fxo (0)/ok
3:02.34 Loading effect: particle_00.fxo (0)/ok
3:02.35 Loading effect: particle_06.fxo (6)/ok
3:02.35 Loading effect: particle_refract_00.fxo (0)/ok
3:02.35 Loading effect: particle_refract_06.fxo (6)/ok
3:02.35 Loading effect: projective_alpha_00.fxo (0)/ok
3:02.35 Loading effect: projective_alpha_06.fxo (6)/ok
3:02.35 Loading effect: projective_color_00.fxo (0)/ok
3:02.35 Loading effect: projective_color_06.fxo (6)/ok
3:02.35 Loading effect: projective_caustic_00.fxo (0)/ok
3:02.35 Loading effect: projective_caustic_06.fxo (6)/ok
3:02.35 Loading effect: waterlit_00.fxo (0)/ok
3:02.36 Loading effect: waterlit_01.fxo (1)/ok
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3:02.36 Loading effect: waterlit_03.fxo (3)/ok
3:02.36 Loading effect: waterlit_04.fxo (4)/ok
3:02.36 Loading effect: waterlit_05.fxo (5)/ok
3:02.36 Loading effect: waterlit_06.fxo (6)/ok
3:02.37 Loading effect: waterlit_07.fxo (7)/ok
3:02.37 Loading effect: waterlit_08.fxo (8)/ok
3:02.37 Loading effect: waterlit_09.fxo (9)/ok
3:02.37 Loading effect: waterlit_10.fxo (10)/ok
3:02.37 Loading effect: waterlit_11.fxo (11)/ok
3:02.37 Loading effect: ice_00.fxo (0)/ok
3:02.38 Loading effect: ice_01.fxo (1)/ok
3:02.38 Loading effect: ice_02.fxo (2)/ok
3:02.38 Loading effect: ice_03.fxo (3)/ok
3:02.38 Loading effect: ice_04.fxo (4)/ok
3:02.38 Loading effect: ice_05.fxo (5)/ok
3:02.38 Loading effect: ice_06.fxo (6)/ok
3:02.38 Loading effect: ice_07.fxo (7)/ok
3:02.39 Loading effect: ice_08.fxo (8)/ok
3:02.39 Loading effect: ice_09.fxo (9)/ok
3:02.39 Loading effect: ice_10.fxo (10)/ok
3:02.39 Loading effect: ice_11.fxo (11)/ok
3:02.39 Loading effect: snow_00.fxo (0)/ok
3:02.39 Loading effect: snow_01.fxo (1)/ok
3:02.39 Loading effect: snow_02.fxo (2)/ok
3:02.40 Loading effect: snow_03.fxo (3)/ok
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3:02.40 Loading effect: snow_09.fxo (9)/ok
3:02.41 Loading effect: snow_10.fxo (10)/ok
3:02.41 Loading effect: snow_11.fxo (11)/ok
3:02.41 Loading effect: snow_thaw_00.fxo (0)/ok
3:02.41 Loading effect: snow_thaw_01.fxo (1)/ok
3:02.41 Loading effect: snow_thaw_02.fxo (2)/ok
3:02.41 Loading effect: snow_thaw_03.fxo (3)/ok
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3:02.42 Loading effect: snow_thaw_05.fxo (5)/ok
3:02.42 Loading effect: snow_thaw_06.fxo (6)/ok
3:02.42 Loading effect: snow_thaw_07.fxo (7)/ok
3:02.42 Loading effect: snow_thaw_08.fxo (8)/ok
3:02.42 Loading effect: snow_thaw_09.fxo (9)/ok
3:02.43 Loading effect: snow_thaw_10.fxo (10)/ok
3:02.43 Loading effect: snow_thaw_11.fxo (11)/ok
3:02.43 Loading effect: snow_n3_00.fxo (0)/ok
3:02.43 Loading effect: snow_n3_01.fxo (1)/ok
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3:02.45 Loading effect: snow_n3_09.fxo (9)/ok
3:02.45 Loading effect: snow_n3_10.fxo (10)/ok
3:02.45 Loading effect: snow_n3_11.fxo (11)/ok
3:02.45 Loading effect: diffuse_00.fxo (0)/ok
3:02.45 Loading effect: diffuse_06.fxo (6)/ok
3:02.45 Loading effect: diffuse_vcolor_00.fxo (0)/ok
3:02.45 Loading effect: diffuse_vcolor_06.fxo (6)/ok
3:02.45 Loading effect: diffuse_nomipmap_00.fxo (0)/ok
3:02.45 Loading effect: diffuse_nomipmap_06.fxo (6)/ok
3:02.45 Loading effect: default_nomipmap_00.fxo (0)/ok
3:02.46 Loading effect: default_nomipmap_01.fxo (1)/ok
3:02.46 Loading effect: default_nomipmap_02.fxo (2)/ok
3:02.46 Loading effect: default_nomipmap_03.fxo (3)/ok
3:02.46 Loading effect: default_nomipmap_04.fxo (4)/ok
3:02.46 Loading effect: default_nomipmap_05.fxo (5)/ok
3:02.47 Loading effect: default_nomipmap_06.fxo (6)/ok
3:02.47 Loading effect: default_nomipmap_07.fxo (7)/ok
3:02.47 Loading effect: default_nomipmap_08.fxo (8)/ok
3:02.47 Loading effect: default_nomipmap_09.fxo (9)/ok
3:02.47 Loading effect: default_nomipmap_10.fxo (10)/ok
3:02.48 Loading effect: default_nomipmap_11.fxo (11)/ok
3:02.48 Loading effect: default_00.fxo (0)/ok
3:02.48 Loading effect: default_01.fxo (1)/ok
3:02.48 Loading effect: default_02.fxo (2)/ok
3:02.48 Loading effect: default_03.fxo (3)/ok
3:02.48 Loading effect: default_04.fxo (4)/ok
3:02.49 Loading effect: default_05.fxo (5)/ok
3:02.49 Loading effect: default_06.fxo (6)/ok
3:02.49 Loading effect: default_07.fxo (7)/ok
3:02.49 Loading effect: default_08.fxo (8)/ok
3:02.49 Loading effect: default_09.fxo (9)/ok
3:02.50 Loading effect: default_10.fxo (10)/ok
3:02.50 Loading effect: default_11.fxo (11)/ok
3:02.50 Loading effect: default_clip_00.fxo (0)/ok
3:02.50 Loading effect: default_clip_06.fxo (6)/ok
3:02.50 Loading effect: screen_bw_00.fxo (0)/ok
3:02.50 Loading effect: noise_00.fxo (0)/ok
3:02.50 Loading effect: tonecorrection_00.fxo (0)/ok
3:02.50 Loading effect: skybox_00.fxo (0)/ok
3:02.51 Loading effect: fog_transparent_00.fxo (0)/ok
3:02.51 Loading effect: fog_transparent_06.fxo (6)/ok
3:02.55 Fx begin uploading sector: 'bridge'
3:02.73 res: Uploading sector 'bridge' ok
3:02.73 Fx begin uploading sector: 'hall_3'
3:02.78 res: Uploading sector 'hall_3' ok
3:02.78 Fx begin uploading sector: 'navigation_room'
3:02.95 res: Uploading sector 'navigation_room' ok
3:02.95 Fx begin uploading sector: 'elevator_2'
3:02.98 res: Uploading sector 'elevator_2' ok
3:02.98 Fx begin uploading sector: 'course_room'
3:03.06 res: Uploading sector 'course_room' ok
3:03.06 Fx begin uploading sector: 'radio_room'
3:03.13 res: Uploading sector 'radio_room' ok
3:03.13 Fx begin uploading sector: 'bridge_hall'
3:03.17 res: Uploading sector 'bridge_hall' ok
3:03.17 Fx begin uploading sector: 'hall_4'
3:03.19 res: Uploading sector 'hall_4' ok
3:03.19 res: Uploading sector 'h_to_h4_door' failure
3:03.19 Fx begin uploading sector: 'h4_to_navi_door'
3:03.19 res: Uploading sector 'h4_to_navi_door' ok
3:03.19 Fx begin uploading sector: 'navi_to_course_door'
3:03.19 res: Uploading sector 'navi_to_course_door' ok
3:03.19 Fx begin uploading sector: 'navi_to_e2_door'
3:03.20 res: Uploading sector 'navi_to_e2_door' ok
3:03.20 Fx begin uploading sector: 'navi_to_radio_door'
3:03.20 res: Uploading sector 'navi_to_radio_door' ok
3:03.20 Fx begin uploading sector: 'bh_to_bridge_door'
3:03.20 res: Uploading sector 'bh_to_bridge_door' ok
3:03.20 Fx begin uploading sector: 'lift'
3:03.20 res: Uploading sector 'lift' ok
3:03.20 Fx begin uploading sector: 'level_2'
3:03.26 res: Uploading sector 'level_2' ok
3:03.26 Fx begin uploading sector: 'radio_to_l2_door'
3:03.26 res: Uploading sector 'radio_to_l2_door' ok
3:03.26 Fx begin uploading sector: 'navigation_room_destr'
3:03.40 res: Uploading sector 'navigation_room_destr' ok
3:03.40 Fx begin uploading sector: 'course_room_destr'
3:03.45 res: Uploading sector 'course_room_destr' ok
3:03.45 Fx begin uploading sector: 'level_2_destr'
3:03.52 res: Uploading sector 'level_2_destr' ok
3:03.52 res: Uploading sector 'lift_temp' failure
3:03.52 Fx begin uploading sector: 'navigation_room1_destr'
3:03.55 res: Uploading sector 'navigation_room1_destr' ok
3:03.55 Fx begin uploading sector: 'navigation_room2_destr'
3:03.56 res: Uploading sector 'navigation_room2_destr' ok
3:03.56 Fx begin uploading sector: 'exit_door'
3:03.56 res: Uploading sector 'exit_door' ok
3:03.56 Fx begin uploading sector: 'navigation_room1'
3:03.58 res: Uploading sector 'navigation_room1' ok
3:03.58 Fx begin uploading sector: 'navigation_room2'
3:03.59 res: Uploading sector 'navigation_room2' ok
3:03.59 Fx begin uploading sector: 'korpus'
3:03.77 res: Uploading sector 'korpus' ok
3:03.77 Fx begin uploading sector: 'deck'
3:03.84 res: Uploading sector 'deck' ok
3:03.84 Fx begin uploading sector: 't_f_room'
3:03.85 res: Uploading sector 't_f_room' ok
3:03.85 Fx begin uploading sector: 'door_out_end'
3:03.85 res: Uploading sector 'door_out_end' ok
3:03.97 res: Uploading sector lights 'bridge' ok
3:04.00 res: Uploading sector lights 'hall_3' ok
3:04.03 res: Uploading sector lights 'navigation_room' ok
3:04.04 res: Uploading sector lights 'elevator_2' ok
3:04.04 res: Uploading sector lights 'course_room' ok
3:04.06 res: Uploading sector lights 'radio_room' ok
3:04.07 res: Uploading sector lights 'bridge_hall' ok
3:04.07 res: Uploading sector lights 'hall_4' ok
3:04.08 res: Uploading sector lights 'h4_to_navi_door' ok
3:04.08 res: Uploading sector lights 'navi_to_course_door' ok
3:04.08 res: Uploading sector lights 'navi_to_e2_door' ok
3:04.08 res: Uploading sector lights 'navi_to_radio_door' ok
3:04.08 res: Uploading sector lights 'bh_to_bridge_door' ok
3:04.09 res: Uploading sector lights 'lift' ok
3:04.10 res: Uploading sector lights 'level_2' ok
3:04.10 res: Uploading sector lights 'radio_to_l2_door' ok
3:04.15 res: Uploading sector lights 'navigation_room_destr' ok
3:04.16 res: Uploading sector lights 'course_room_destr' ok
3:04.18 res: Uploading sector lights 'level_2_destr' ok
3:04.18 res: Uploading sector lights 'navigation_room1_destr' ok
3:04.19 res: Uploading sector lights 'navigation_room2_destr' ok
3:04.19 res: Uploading sector lights 'exit_door' ok
3:04.20 res: Uploading sector lights 'navigation_room1' ok
3:04.20 res: Uploading sector lights 'navigation_room2' ok
3:04.23 res: Uploading sector lights 'korpus' ok
3:04.24 res: Uploading sector lights 'deck' ok
3:04.25 res: Uploading sector lights 't_f_room' ok
3:04.25 res: Uploading sector lights 'door_out_end' ok
3:04.31 res: Uploading sector shadow volumes 'bridge' ok
3:04.33 res: Uploading sector shadow volumes 'hall_3' ok
3:04.36 res: Uploading sector shadow volumes 'navigation_room' ok
3:04.37 res: Uploading sector shadow volumes 'elevator_2' ok
3:04.37 res: Uploading sector shadow volumes 'course_room' ok
3:04.38 res: Uploading sector shadow volumes 'radio_room' ok
3:04.39 res: Uploading sector shadow volumes 'bridge_hall' ok
3:04.39 res: Uploading sector shadow volumes 'hall_4' ok
3:04.40 res: Uploading sector shadow volumes 'h4_to_navi_door' ok
3:04.40 res: Uploading sector shadow volumes 'navi_to_course_door' ok
3:04.40 res: Uploading sector shadow volumes 'navi_to_e2_door' ok
3:04.40 res: Uploading sector shadow volumes 'navi_to_radio_door' ok
3:04.40 res: Uploading sector shadow volumes 'bh_to_bridge_door' ok
3:04.40 res: Uploading sector shadow volumes 'lift' ok
3:04.41 res: Uploading sector shadow volumes 'level_2' ok
3:04.41 res: Uploading sector shadow volumes 'radio_to_l2_door' ok
3:04.43 res: Uploading sector shadow volumes 'navigation_room_destr' ok
3:04.43 res: Uploading sector shadow volumes 'course_room_destr' ok
3:04.45 res: Uploading sector shadow volumes 'level_2_destr' ok
3:04.46 res: Uploading sector shadow volumes 'navigation_room1_destr' ok
3:04.51 res: Uploading sector shadow volumes 'navigation_room2_destr' ok
3:04.51 res: Uploading sector shadow volumes 'exit_door' ok
3:04.51 res: Uploading sector shadow volumes 'navigation_room1' ok
3:04.51 res: Uploading sector shadow volumes 'navigation_room2' ok
3:04.51 res: Uploading sector shadow volumes 'korpus' ok
3:04.51 res: Uploading sector shadow volumes 'deck' ok
3:04.52 res: Uploading sector shadow volumes 't_f_room' ok
3:04.52 res: Uploading sector shadow volumes 'door_out_end' ok
3:04.54 Total world flushes: 5578
3:04.54 Fx uploading model: characters\actors\captain\captain.cmf
3:04.56 Fx uploading model: characters\actors\officer\officer.cmf
3:04.59 Fx uploading model: characters\actors\head_guard\head_guard.cmf
3:04.62 Fx uploading model: characters\actors\mechanic03\mechanic03.cmf
3:04.64 Fx uploading model: characters\actors\fog_man\fog_man.cmf
3:04.65 Fx uploading model: characters\devices\doors\door01.cmf
3:04.66 Fx uploading model: characters\devices\doors\door01_left.cmf
3:04.66 Fx uploading model: characters\devices\doors\door02.cmf
3:04.66 Fx uploading model: characters\devices\doors\door01_locked.cmf
3:04.67 Fx uploading model: characters\devices\doors\door_cabin_broken.cmf
3:04.67 Fx uploading model: characters\devices\doors\door_cabin_white.cmf
3:04.67 Fx uploading model: characters\devices\doors\elevator_door_01.cmf
3:04.67 Fx uploading model: characters\devices\hatches\hatch01.cmf
3:04.68 Fx uploading model: characters\things\iceberg\iceberg.cmf
3:04.69 Fx uploading model: characters\devices\el_lock\el_lock.cmf
3:04.69 Fx uploading model: characters\things\particles\particle_photon_mental .cmf
3:04.69 Fx uploading model: entities\kitchen\mug.cmf
3:04.69 Fx uploading model: entities\kitchen\mug_phys.cmf
3:04.69 Fx uploading model: entities\boxes\wooden_box_beer.cmf
3:04.69 Fx uploading model: entities\boxes\paper_box_01.cmf
3:04.69 Fx uploading model: entities\barrels\barrel02a.cmf
3:04.70 Fx uploading model: entities\barrels\barrel02a_phys.cmf
3:04.70 Fx uploading model: entities\barrels\barrel02.cmf
3:04.70 Fx uploading model: entities\barrels\barrel02_phys.cmf
3:04.70 Fx uploading model: entities\barrels\gas_tank01.cmf
3:04.70 Fx uploading model: entities\barrels\gas_tank01_phys.cmf
3:04.70 Fx uploading model: entities\boxes\wooden_box_02.cmf
3:04.70 Fx uploading model: entities\tins\paint_tin_01a.cmf
3:04.70 Fx uploading model: entities\tins\phys_paint_tin_01.cmf
3:04.70 Fx uploading model: entities\tins\paint_tin_01b.cmf
3:04.70 Fx uploading model: entities\barrels\pl_barrel02.cmf
3:04.71 Fx uploading model: entities\barrels\pl_barrel02_phys.cmf
3:04.71 Fx uploading model: entities\tins\paint_tin_01c.cmf
3:04.71 Fx uploading model: entities\tins\paint_tin_02a.cmf
3:04.71 Fx uploading model: entities\tins\phys_paint_tin_02.cmf
3:04.71 Fx uploading model: entities\tins\paint_tin_02b.cmf
3:04.71 Fx uploading model: entities\boxes\wooden_box_01.cmf
3:04.71 Fx uploading model: entities\boxes\vaneer_box_01.cmf
3:04.71 Fx uploading model: entities\boxes\vaneer_box_01_open.cmf
3:04.71 Fx uploading model: entities\tools\tool_02.cmf
3:04.71 Fx uploading model: entities\tools\tool_01.cmf
3:04.72 Fx uploading model: entities\icicles\icicle02.cmf
3:04.72 Fx uploading model: entities\icicles\icicle01.cmf
3:04.72 Fx uploading model: entities\tools\bucket.cmf
3:04.73 Fx uploading model: entities\tools\bucket_phys.cmf
3:04.73 Fx uploading model: entities\tools\spade.cmf
3:04.73 Fx uploading model: entities\tools\spade_phys.cmf
3:04.73 Fx uploading model: entities\tools\extinguisher.cmf
3:04.73 Fx uploading model: entities\tools\extinguisher_phys.cmf
3:04.73 Fx uploading model: entities\kitchen\mug2.cmf
3:04.73 Fx uploading model: entities\tools\tool_small_hammer.cmf
3:04.73 Fx uploading model: entities\tools\tool_small_hammer_phys.cmf
3:04.73 Fx uploading model: entities\furniture\chair_04.cmf
3:04.73 Fx uploading model: entities\furniture\chair_04_phys.cmf
3:04.73 Fx uploading model: entities\garbage\boot_left.cmf
3:04.74 Fx uploading model: entities\garbage\boot_left_phys.cmf
3:04.74 Fx uploading model: entities\garbage\boot_right.cmf
3:04.74 Fx uploading model: entities\garbage\boot_right_phys.cmf
3:04.74 Fx uploading model: gfx\shells\bullet_shell.cmf
3:04.74 Fx uploading model: gfx\shells\ppsh_shell.cmf
3:04.74 Fx uploading model: gfx\shells\mosin_shell.cmf
3:04.74 Fx uploading model: gfx\IceRailGun\thorn1.cmf
3:04.74 Fx uploading model: gfx\IceRailGun\thorn2.cmf
3:04.74 Fx uploading model: gfx\IceRailGun\thorn3.cmf
3:04.74 Fx uploading model: gfx\IceRailGun\thorn4.cmf
3:04.74 Fx uploading model: gfx\IceRailGun\thorn5.cmf
3:04.75 Fx uploading model: gfx\IceRailGun\thorn6.cmf
3:04.75 Fx uploading model: gfx\IceRailGun\thorn7.cmf
3:04.75 Fx uploading model: gfx\IceRailGun\thorn8.cmf
3:04.75 Fx uploading model: gfx\IceRailGun\thorn9.cmf
3:04.75 Fx uploading model: gfx\IceRailGun\thorn10.cmf
3:04.75 Fx uploading model: gfx\IceRailGun\thorn11.cmf
3:04.75 Fx uploading model: gfx\IceRailGun\thorn12.cmf
3:04.75 Fx uploading model: gfx\objects\knifer.cmf
3:04.75 Fx uploading model: gfx\objects\pyramidz.cmf
3:04.75 Fx uploading model: gfx\objects\sphere.cmf
3:04.76 Fx uploading model: gfx\objects\box.cmf
3:04.76 Fx uploading model: gfx\objects\cylinder_hi.cmf
3:04.76 Fx uploading model: gfx\objects\conus.cmf
3:05.29 Loading effect: diffuse_ani_00.fxo (0)/ok
3:05.30 Loading effect: diffuse_ani_06.fxo (6)/ok
3:07.92 Loading effect: volumefog_waves_depth_00.fxo (0)/ok
3:07.93 Loading effect: volumefog_waves_depth_06.fxo (6)/ok
3:12.10 Loading effect: volumefog_depth_00.fxo (0)/ok
3:12.12 Loading effect: volumefog_depth_06.fxo (6)/ok
3:12.29 end preload fx buffers
3:12.29 Calculating sectors params stats:
3:12.29 surf params: 0.0
3:12.29 subsectors: 0.2
3:12.29 planes: 0.1
3:12.29 planars: 0.1
3:12.29 calc_octree: 0.0
3:12.29 load_octree: 0.7
3:12.29 fx_hlsl: 0.26
3:12.29 fx_default: 0.19
3:12.29 fx_sectors: 1.29
3:12.29 fx_models: 0.07
3:12.29 fx_characters: 0.15
3:12.29 fx_items: 0.00
3:12.29 fx_entities: 0.00
3:12.29 fx_total: 2.45
3:12.29 groups: 0.0
3:12.29 edges: 2.9
3:12.29 ReInitGame();
3:12.29 Memory allocated: 315877262
3:12.29 Preload resources
3:12.29 Sync reset
3:12.32 START preload
3:12.84 END preload
3:12.84 Sync reset
3:13.16 Rendering scene for the first time: start
3:13.37 Loading effect: image_alphalevel_00.fxo (0)/ok
3:13.42 Loading effect: froze_screen_00.fxo (0)/ok
3:13.43 Loading effect: froze_refract_00.fxo (0)/ok
3:13.44 Rendering scene for the first time: end
3:13.45 Fx uploading model: characters\weapon\indicator\indicator.cmf
12:44.78 Releasing resources...
12:44.89 TNL: Releasing separated vertex buffers: 0
12:44.89 TNL: Releasing separated index buffers: 0
12:44.89 TNL: Releasing buffers: ok
12:44.89 TNL: Releasing effects buffers 0
12:44.89 ResetGame();
12:44.98 Audio: Set speaker mode: 2
12:45.03 Releasing resources... ok
12:45.03 Loading .map:
12:45.06 Done.
12:45.07 Loading effect: screen_00.fxo (0)/ok
12:45.61 Abnormal termination: Too many script variables

Script Stack Call:

->doendlevel
game_run

12:45.61 Shutting down 3d hardware
12:45.61 TNL: Releasing separated vertex buffers: 7
12:45.61 TNL: Releasing separated index buffers: 5
12:45.62 TNL: Releasing buffers: ok
12:45.62 TNL: Releasing effects buffers 1
12:45.70 Shutting down 3d hardware: ok
12:55.62 Game terminated.
12:55.62 End log.

Sneaksie
09-06-2010, 06:44 AM
Unfortunately, there are no specific errors listed.
Just a thought, maybe the save game you're loading in Chapter 16 was made before the patch? Loading pre-patch save games in the patched versionof the game may fail immediately or cause problems during next load or level transition.
Zip your working save from level 16 and upload it here, let's try to load it on another PC.
BTW, you do realize that shaders 4.0 (and, consequently, advanced PhysX effects) aren't available on XP, right? They require Dx10.

Lazarus187
09-10-2010, 04:17 AM
BTW, you do realize that shaders 4.0 (and, consequently, advanced PhysX effects) aren't available on XP, right? They require Dx10. Yes, and as far as I know, I don't have the aforementioned features enabled. In any event, I've attached a save game from the very end of Chapter 16. Hopefully you can ascertain what's going on. Thanks a million for your assistance!

Sneaksie
09-10-2010, 07:33 AM
Well, i was able to load your save and successfully load the next level after entering the door. Here's the autosave the game made after loading 17th level.
If the game fails to load it, try to update or downgrade your video driver, including PhysX. However, i have an old 7950GT card, 182.08 driver and PhysX 8.09.04 (installed by 1.1 patch?) here at work. In addition, i have patched '505 games' version, not the patched Aspyr version of the game you have (they should be the same, though).

Lazarus187
09-10-2010, 10:17 PM
You're not going to believe this, but your autosaved game dosen't even show up in the main game menu! I unzipped all three files you posted to the Cryostasis Save folder, so there shouldn't be any issues. It's like my version of Cryostasis isn't recognizing yours.

Sneaksie
09-12-2010, 10:45 AM
Look for a save named 17. Chronos, maybe this save replaced some of yours.

Lazarus187
09-15-2010, 07:20 AM
Still can't find it. Would it be possible for you to post several saves from Chapter 17, say at the beginning, and perhaps several minutes in? Thanks!

Sneaksie
09-15-2010, 07:57 AM
Here is a quicksave from the beginning of chapter 17. Unpack thiz archive into Cryostasis\Data\Save folder overwriting existing files.

Lazarus187
09-17-2010, 12:06 AM
Alright, found your saved game this time. Attempted to load it, and.... same issue I was having, with the same exact error message regarding "too many script variables".

I really don't understand what the issue is with Chapter 17, and ONLY Chapter 17. I swear I haven't had any problems like this with any other chapter, and other than an intermittent and annoyingly low frame rate due to the game's inefficient use of resources, it generally runs fine.

Sneaksie
09-17-2010, 06:02 AM
Puzzling... I suggest you do the following:

1) Install AMD Dual Core Optimizer from AMD site.
2) Download and install latest video drivers for XP from nVidia site. Make sure PhysX is updated as well in the process.
3) Go to nVidia Control Panel and set PhysX to be calculated on CPU, not your video card (it helped me in one place in Cryostasis where i got a PhysX error).
4) Run the game and temporarily set all options to low or off, then try to load the save.

If problem persists, uninstalling the game, deleting its folder and reinstalling it and 1.1 patch may also help.

Lazarus187
09-20-2010, 11:26 PM
If problem persists, uninstalling the game, deleting its folder and reinstalling it and 1.1 patch may also help.

Figures....following your last suggestion seems to have finally resolved the problem, at least for the time being. Just for the record, I've had AMD's dual-core optimizing utility installed and running for several years now, and I do have the latest display drivers from Nvidia as well.

Now that I've got the game running at least, I wanted to see if you have some suggestions for improving the rather abysmal framerates of this resource-hogging game. Here are the settings I'm running the game at now:

Resolution: 1280 x 1024
VSync: Off
Shader Model: 2.0 ( Whatever that means )
Hardware Physics: Off
Advanced PhysicX Effects: Off
Texture Resolution: Medium
Normal Maps: Medium
Specular Maps: Medium ( Does this refer to weapon speculars? )
Shadows: Medium
Motion Blur: Off
Water Reflect: On
Water Caustic: On ( What is this? )
Anisotropic Filtering: Off
Antialiasing: Off
I'd hate to lower the resolution, as most games begin looking rather "grainy" below 1280 x 1024. I'm not really certain which of the aforementioned settings is "draining" the most resources on my system, nor do I know if this game is CPU or GPU dependent, or both. On that note, here are my system specs:

OS: Windows XP Home Edition (5.1, Build 2600) Service Pack 3
CPU: AMD Athlon 64 FX-60 Dual Core Processor ~2.6GHz
GPU: BFG NVIDIA GeForce GTX 275 ~896.0 MB
Sound: Creative Labs SB Audigy 2 ZS Audio [7000]
RAM: 2048 MB
In any event, you've been a GREAT help, and I do sincerely appreciate your advice and assistance. Have a great one.

Sneaksie
09-21-2010, 06:15 AM
The biggest performance hit comes from Hardware Physics: Off, since all PhysX is being calculated on your CPU which already has much to do in this game and is kinda old already. Set it to On, also set Shaders to 3.0 if available (in theory it may actually boost performance). However, as i said earlier, if you have an error in Cryostasis, setting HW physics to off may help you to proceed.
You have a good video card, but slow CPU. Consider upgrading to modern CPU and motherboard, you should be able to keep other components (except RAM maybe). And install Win7 to use all features of Dx10&11 (however, you'll run into some problems with Creative drivers to keep EAX in games).