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View Full Version : TOW 3 Korea - Random CTD


smacker63
01-01-2012, 04:10 AM
Nice game, but getting random CTD.. This one was at the air field during the first mission of the tiger campain.. just as an explosion was going off


Winows 7
i7 CPU
8GM Ram
Nvidia GTX 460


[Jan 1, 2012 3:55:19 AM] ------------ BEGIN log session -------------
Sound: Native library (build 1.1, target - P IV) loaded.
Main3D >>> renderer type: DIRECT3D9
Available Texture Memory: 3961Mb
WWThreadPool.create(): Thread pool is created. Threads count = 0
Load gui skin from: Data/Settings/gui.ini
=========================== CampaignRecList.updateList() begins ===========================
=========================== CampaignRecList.updateList() ends ===========================
Time overflow (0): speed 0.17871326
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware - disabled [buffers : 0]
Extensions - enabled :
EAX ver. 1 [ ] - disabled
EAX ver. 2 [ ] - disabled
EAX ver. 3 [ ] - disabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32

Initializing animator...
Animator was initialized in 3908 milliseconds (3 seconds)
Loaded user music tracks: [Ingame: 0] [Non-Game: 0]
Randomly chosen map: KOREA_MAP_01
*** FAILURE *** [SYSTEM] Mission generation has succeeded
================ MissionManager.loadMissionBriefing() users/player1/campaign/campaign_battle/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================
VoicesTable.load(): files were scanned in 2183 ms
::: setLoading=true
ERROR file: File ww.cmd not found
Selected Decal #0: GROUND, TEX 0, BRIGHTNESS 0
--------------------------- Precache Effects begins ---------------------------
--------------------------- Precache Effects ends ---------------------------
MapsStorage.aiMapAddRoads(): roads where added in 23 ms
LandscapeTrees.recalcTreeVisBlocks() recalculated in 0 ms
SpeedTrees.load() done in 2310 ms
PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 90653, availNodeNum=0
PFS recalculate PFSCache failed: initMission for Normal: nodeNum= 90653, availNodeNum=0
--PFSCache created--
=== END OF TRIGGER COMPILATION ===
::: setLoading=false



================== START MISSION users/player1/campaign/campaign_battle/mission.xml=====================



Time overflow (0): speed 0.23765513
ERROR! can't retrieve bbox for game house part
ERROR! can't retrieve bbox for game house part
ERROR! can't retrieve bbox for game house part
ERROR! can't retrieve bbox for game house part
ERROR! can't retrieve bbox for game house part
ERROR! can't retrieve bbox for game house part
ERROR! can't retrieve bbox for game house part
ERROR! can't retrieve bbox for game house part
TargetPoint.computeAimingAbs(): DP is null! Entity=ENTITY id 10486, classname [STATIC], skeName [null], meshName [Models\Environment\Defence\dzot1\hier.him], has master [--none--] State=1
*** FAILURE *** [SYSTEM] assert failed in com.ic.bc.structure.TargetPoint.computeAimingAbs() at line 0
*** FAILURE *** [SYSTEM] ===Begin of stack dump===
*** FAILURE *** [SYSTEM] com.ic.bc.ai.predicates.combat.PointInLOF.evaluate () at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIContext.evaluatePredicate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.Rule.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.states.Stateable.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.startState() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIDispatchers.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tickAliveSlow() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.physics.EntityDynamics.doDynamics() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.core.EngineWW.tickApp() at line 0
*** FAILURE *** [SYSTEM] com.maddox.core.InterpolateAdapter.msgTimeOut() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.MsgTimeOut.invokeListener() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message._send() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendToObject() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendTo() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.trySend() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Time.loopMessages() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.RTSConf.loopMsgs() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.Main.exec() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.GameWin3D.main() at line 0
*** FAILURE *** [SYSTEM] ===End of stack dump===
Target point: state is 0 entity=null dp=null collName=null ground=(1149.9375, 1674.3125, 146.5371551513672)
*** FAILURE *** [SYSTEM] assert failed in com.ic.bc.structure.TargetPoint.computeAimingAbs() at line 0
*** FAILURE *** [SYSTEM] ===Begin of stack dump===
*** FAILURE *** [SYSTEM] com.ic.bc.ai.predicates.combat.PointInLOF.evaluate () at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIContext.evaluatePredicate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.Rule.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.states.Stateable.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.startState() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIDispatchers.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tickAliveSlow() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.physics.EntityDynamics.doDynamics() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.core.EngineWW.tickApp() at line 0
*** FAILURE *** [SYSTEM] com.maddox.core.InterpolateAdapter.msgTimeOut() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.MsgTimeOut.invokeListener() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message._send() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendToObject() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendTo() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.trySend() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Time.loopMessages() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.RTSConf.loopMsgs() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.Main.exec() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.GameWin3D.main() at line 0
*** FAILURE *** [SYSTEM] ===End of stack dump===
TargetPoint.computeAimingAbs(): DP is null! Entity=ENTITY id 10486, classname [STATIC], skeName [null], meshName [Models\Environment\Defence\dzot1\hier.him], has master [--none--] State=1
*** FAILURE *** [SYSTEM] assert failed in com.ic.bc.structure.TargetPoint.computeAimingAbs() at line 0
*** FAILURE *** [SYSTEM] ===Begin of stack dump===
*** FAILURE *** [SYSTEM] com.ic.bc.ai.predicates.combat.PointInLOF.evaluate () at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIContext.evaluatePredicate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.Rule.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.states.Stateable.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.startState() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIDispatchers.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tickAliveSlow() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.physics.EntityDynamics.doDynamics() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.core.EngineWW.tickApp() at line 0
*** FAILURE *** [SYSTEM] com.maddox.core.InterpolateAdapter.msgTimeOut() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.MsgTimeOut.invokeListener() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message._send() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendToObject() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendTo() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.trySend() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Time.loopMessages() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.RTSConf.loopMsgs() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.Main.exec() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.GameWin3D.main() at line 0
*** FAILURE *** [SYSTEM] ===End of stack dump===
Target point: state is 0 entity=null dp=null collName=null ground=(1171.6292688169538, 778.3334776500899, 56.473670959472656)
*** FAILURE *** [SYSTEM] assert failed in com.ic.bc.structure.TargetPoint.computeAimingAbs() at line 0
*** FAILURE *** [SYSTEM] ===Begin of stack dump===
*** FAILURE *** [SYSTEM] com.ic.bc.ai.predicates.combat.PointInLOF.evaluate () at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIContext.evaluatePredicate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.Rule.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.states.Stateable.evaluate() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.startState() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIDispatchers.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AICore.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tickAliveSlow() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.entities.Unit.tick() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.physics.EntityDynamics.doDynamics() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.core.EngineWW.tickApp() at line 0
*** FAILURE *** [SYSTEM] com.maddox.core.InterpolateAdapter.msgTimeOut() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.MsgTimeOut.invokeListener() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message._send() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendToObject() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.sendTo() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Message.trySend() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.Time.loopMessages() at line 0
*** FAILURE *** [SYSTEM] com.maddox.rts.RTSConf.loopMsgs() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.MainWin3D.loopApp() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.Main.exec() at line 0
*** FAILURE *** [SYSTEM] com.ic.ww.game.GameWin3D.main() at line 0
*** FAILURE *** [SYSTEM] ===End of stack dump===
addUnit(): unit mismatch: have occupyUnit sikorsky_uh_19 unitCounter=1, new occupyUnit is t_34_85
addUnit(): unit mismatch: have occupyUnit sikorsky_uh_19 unitCounter=1, new occupyUnit is t_34_85
addUnit(): unit mismatch: have occupyUnit sikorsky_uh_19 unitCounter=1, new occupyUnit is t_34_85
addUnit(): unit mismatch: have occupyUnit sikorsky_uh_19 unitCounter=1, new occupyUnit is t_34_85
java.lang.ClassCastException: com.ic.bc.testnav.SimpleNavigator
at com.ic.bc.testnav.CellsTakenUnit.lockClear(Unknown Source)
at com.ic.bc.testnav.CellsTakenUnit.lockChange(Unknow n Source)
at com.ic.bc.testnav.SplineNavigator.setState(Unknown Source)
at com.ic.bc.testnav.SplineNavigator.tick(Unknown Source)
at com.ic.bc.physics.EntityDynamics.doDynamics(Unknow n Source)
at com.ic.ww.core.EngineWW.tickApp(Unknown Source)
at com.maddox.core.InterpolateAdapter.msgTimeOut(Unkn own Source)
at com.maddox.rts.MsgTimeOut.invokeListener(Unknown Source)
at com.maddox.rts.Message._send(Unknown Source)
at com.maddox.rts.Message.sendToObject(Unknown Source)
at com.maddox.rts.Message.sendTo(Unknown Source)
at com.maddox.rts.Message.trySend(Unknown Source)
at com.maddox.rts.Time.loopMessages(Unknown Source)
at com.maddox.rts.RTSConf.loopMsgs(Unknown Source)
at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)
at com.ic.ww.game.Main.exec(Unknown Source)
at com.ic.ww.game.GameWin3D.main(Unknown Source)
java.lang.Error: com.ic.bc.testnav.SimpleNavigator
at com.ic.ww.core.EngineWW.tickApp(Unknown Source)
at com.maddox.core.InterpolateAdapter.msgTimeOut(Unkn own Source)
at com.maddox.rts.MsgTimeOut.invokeListener(Unknown Source)
at com.maddox.rts.Message._send(Unknown Source)
at com.maddox.rts.Message.sendToObject(Unknown Source)
at com.maddox.rts.Message.sendTo(Unknown Source)
at com.maddox.rts.Message.trySend(Unknown Source)
at com.maddox.rts.Time.loopMessages(Unknown Source)
at com.maddox.rts.RTSConf.loopMsgs(Unknown Source)
at com.ic.ww.game.MainWin3D.loopApp(Unknown Source)
at com.ic.ww.game.Main.exec(Unknown Source)
at com.ic.ww.game.GameWin3D.main(Unknown Source)



================== DESTROY GAME =====================



PFS recalculate missionDestroy for Normal: nodeNum= 91171, availNodeNum=23125
PFS recalculate missionDestroy for Normal: nodeNum= 91171, availNodeNum=34296



================== DESTROY GAME IS DONE=====================



WWThreadPool.destroy(): Thread pool is destroyed
[Jan 1, 2012 4:50:20 AM] -------------- END log session -------------

smacker63
01-01-2012, 06:51 AM
Played the first missions again.. and after more than an hour hunting down the last remaining bastards to end the mission.. got through the promotions and hit 'continue' then... CTD! :-x I guess I'm done trying to play the campaign..



*** FAILURE *** [SYSTEM] Main loop: null
java.lang.OutOfMemoryError



================== DESTROY GAME =====================



PFS recalculate missionDestroy for Normal: nodeNum= 96942, availNodeNum=18111
PFS recalculate missionDestroy for Normal: nodeNum= 96942, availNodeNum=33638



================== DESTROY GAME IS DONE=====================



WWThreadPool.destroy(): Thread pool is destroyed
[Jan 1, 2012 7:40:00 AM] -------------- END log session -------------

smacker63
01-01-2012, 06:20 PM
Is anyone playing the campaign and getting past the first battle? I have tried various settings after searching the forums.. lower graphics, affinity setting, running as admin. Always CTD after first battle and hitting continue. Sucks cause I really enjoy these games and loved idea of the strategic mode addition to Korea.

Sneaksie
01-01-2012, 11:41 PM
I think there is an option in game settings called like 'keep textures in memory', did you try to check it?

smacker63
01-02-2012, 12:21 AM
I hadn't but I just tried - "keep strategic map textures in memory" I checked this.. and got the same results. When I click "continue" after assigning my new skills.. CTD.