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View Full Version : Help, random desktop crashes


Grey0972
07-26-2009, 06:46 PM
I just purchased this game yesterday from Best Buy. I have the CDV full retail version. After spending a few hours last night updating my video drivers (ATI Radeon HD 4850) I finally got the game to load and run.

I will randomly crash to the desktop. I have tried lowering the game display settings, turning off one of my processors, nothing works. I can not get through a single training mission without at least 2 crashes. When the game is running it runs great. The "Configure Theatre of War" setup tool sets up the game pretty much with max settings available. So I know my machine is decent enough to run this game at pretty much full capability.

Has anyone else experienced this issue and how did you resolve it?

Thanks in advance,

-Grey

Sneaksie
08-06-2009, 08:56 AM
Post here the contents of log.lst file from the game directory after one of the crashes.

danimaning
08-24-2009, 01:24 AM
Hi.

I have the same problem, i have the catalyst 9.7, wit ATI 4800, amd x2 64 and 4 gb of ram.

It´s amy solution for this?

Thnks

danimaning
08-24-2009, 08:57 AM
Hi.

I have the same problem, i have the catalyst 9.7, wit ATI 4800, amd x2 64 and 4 gb of ram.

It´s amy solution for this?

Thnks
This is my log.lst:
[Aug 24, 2009 10:23:24 AM] ------------ BEGIN log session -------------
Sound: Native library (build 1.1, target - P IV) loaded.
Main3D >>> renderer type: OPENGL
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 0.1875
ERROR file: File wwrcu not found
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
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 : 32]
Extensions - disabled :
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 16
cannot open file for reading
Cannot open audio file samples/Error_empty.wav

================================================== =================
Last serial num: unknown
Total size in bytes: 0
Number of blocks: 0

::: setLoading=true
VoicesTable.load(): files were scanned in 2688 ms
ERROR file: File ww.cmd not found
Selected Decal #1: STEEL, TEX 0, BRIGHTNESS 0
--------------------------- Precache Effects begins ---------------------------
--------------------------- Precache Effects ends ---------------------------
================ MissionManager.loadMissionBriefing() missions/polish/p003_sandomierz/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================
MapsStorage.aiMapAddRoads(): roads where added in 16 ms
LandscapeTrees.recalcTreeVisBlocks() recalculated in 0 ms
=== END OF TRIGGER COMPILATION ===
load unit - Pz_IVC id = 445
load unit - Pz_IVC id = 439
load unit - Pz_38t id = 374
load unit - Pz_38t id = 368
load unit - Pz_IVC id = 362
load unit - Pz_38t id = 149
load unit - Pz_35t id = 144
load unit - Pz_35t id = 127
load unit - Pz_35t id = 477
load unit - Pz_38t id = 90
load unit - Pz_35t id = 85
load unit - Pz_35t id = 47
load unit - Pz_IIC id = 43
load unit - Pz_35t id = 39
load unit - 7TP id = 10990
load unit - 7TP id = 81
load unit - 7TP id = 486
load unit - Vickers_E_jw id = 522
load unit - 7TP id = 518
load unit - 7TP id = 514
Total #2770 objects post-Loaded.

Total #2979 post-processed for GUI.

Normal: availNodeNum/availNodeList.Size = 160/0
Aggressive: availNodeNum/availNodeList.Size = 114/0
--PFSCache read--
::: setLoading=false



================== START LOADED MISSION missions/polish/p003_sandomierz/mission.xml=====================



ERROR! DAMAGE_SYSTEM: cant read armor scale for <SKY>
*** FAILURE *** [SYSTEM] assert failed in com.ic.bc.ai.tasks.weapon.WeaponMount.start() at line 0
*** FAILURE *** [SYSTEM] ===Begin of stack dump===
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIContext.startTask() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.startNextTask() 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.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===
*** FAILURE *** [SYSTEM] assert failed in com.ic.bc.ai.tasks.weapon.WeaponMount.start() at line 0
*** FAILURE *** [SYSTEM] ===Begin of stack dump===
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIContext.startTask() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.startNextTask() 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.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===
*** FAILURE *** [SYSTEM] assert failed in com.ic.bc.ai.tasks.weapon.WeaponMount.start() at line 0
*** FAILURE *** [SYSTEM] ===Begin of stack dump===
*** FAILURE *** [SYSTEM] com.ic.bc.ai.AIContext.startTask() at line 0
*** FAILURE *** [SYSTEM] com.ic.bc.ai.DispatcherContext.startNextTask() 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.entities.Unit.tickDying() 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===



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



PFS recalculate missionDestroy for Normal: nodeNum= 54120, availNodeNum=8361
PFS recalculate missionDestroy for Aggressive: nodeNum= 29606, availNodeNum=7599
PFS recalculate missionDestroy for Normal: nodeNum= 54120, availNodeNum=34451
PFS recalculate missionDestroy for Aggressive: nodeNum= 29606, availNodeNum=10048



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



================================================== =================
Last serial num: unknown
Total size in bytes: 0
Number of blocks: 0

::: setLoading=true
::: setLoading=false
================ MissionManager.loadMissionBriefing() missions/polish/p003_sandomierz/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================



================== START LOADED MISSION missions/polish/p003_sandomierz/mission.xml=====================



================================================== =================
Last serial num: unknown
Total size in bytes: 0
Number of blocks: 0

::: setLoading=true
LandscapeTrees.recalcTreeVisBlocks() recalculated in 15 ms
Normal: availNodeNum/availNodeList.Size = 0/0
Aggressive: availNodeNum/availNodeList.Size = 0/326
--PFSCache read--
================ MissionManager.loadMissionBriefing() missions/polish/p003_sandomierz/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================
=== END OF TRIGGER COMPILATION ===
::: setLoading=false



================== START MISSION missions/polish/p003_sandomierz/mission.xml=====================






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



::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 3
::: MeshShared.shared Effects\GunFire\020_049mm\mono.sim not destroyed, link count = 20
::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 31
PFS recalculate missionDestroy for Normal: nodeNum= 54120, availNodeNum=7869
PFS recalculate missionDestroy for Aggressive: nodeNum= 29367, availNodeNum=7566
PFS recalculate missionDestroy for Normal: nodeNum= 54120, availNodeNum=34463
PFS recalculate missionDestroy for Aggressive: nodeNum= 29367, availNodeNum=9809



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



================================================== =================
Last serial num: unknown
Total size in bytes: 0
Number of blocks: 0

::: setLoading=true
::: setLoading=false
================ MissionManager.loadMissionBriefing() missions/polish/p003_sandomierz/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================



================== START LOADED MISSION missions/polish/p003_sandomierz/mission.xml=====================



================================================== =================
Last serial num: unknown
Total size in bytes: 0
Number of blocks: 0

::: setLoading=true
LandscapeTrees.recalcTreeVisBlocks() recalculated in 15 ms
Normal: availNodeNum/availNodeList.Size = 0/0
Aggressive: availNodeNum/availNodeList.Size = 0/326
--PFSCache read--
================ MissionManager.loadMissionBriefing() missions/polish/p003_sandomierz/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================
=== END OF TRIGGER COMPILATION ===
::: setLoading=false



================== START MISSION missions/polish/p003_sandomierz/mission.xml=====================



GObj.finalize (1): C++ object 662392584 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 31, last link count = 0
GObj.finalize (1): C++ object 673806880 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 20, last link count = 0
GObj.finalize (1): C++ object 886130024 [null] java name [?] of class com.maddox.core.Mesh NOT destroyed, JAVA link count = 3, last link count = 0
*** FAILURE *** [SYSTEM] Main loop: Structure handled exception arized, see cppcrash
java.lang.RuntimeException: Structure handled exception arized, see cppcrash
at com.maddox.core.Render.DrawTile(Unknown Source)
at com.maddox.core.Render.drawTile(Unknown Source)
at com.maddox.core.GUICanvas.draw(Unknown Source)
at com.maddox.gwindow.GWindow.draw(Unknown Source)
at com.ic.bc.gui.xmlskin.GuiItem.renderTexRegion(Unkn own Source)
at com.ic.bc.gui.xmlskin.GuiItem.onDraw(Unknown Source)
at com.ic.bc.gui.xmlskin.BaseRenderGuiItem.draw(Unkno wn Source)
at com.ic.bc.gui.xmlskin.CompoundGuiItem.onDraw(Unkno wn Source)
at com.ic.bc.gui.xmlskin.BaseRenderGuiItem.draw(Unkno wn Source)
at com.ic.bc.gui.xmlskin.BaseRenderGuiItem.draw(Unkno wn Source)
at com.ic.bc.gui.ingame_CM.CommandPanel.render(Unknow n Source)
at com.maddox.gwindow.GWindow.doRender(Unknown Source)
at com.maddox.gwindow.GWindow.doChildrensRender(Unkno wn Source)
at com.maddox.gwindow.GWindow.doRender(Unknown Source)
at com.maddox.gwindow.GWindowRoot.doRender(Unknown Source)
at com.maddox.gwindow.GWindowManager.doRender(Unknown Source)
at com.ic.ww.core.WWGUIWindowManager$_Render.render(U nknown Source)
at com.maddox.core.Renders.doPaint(Unknown Source)
at com.maddox.core.Renders.paint(Unknown Source)
at com.ic.ww.game.MainWin3D.checkFocus(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 =====================



::: MeshShared.shared Effects\GunFire\050_089mm\mono.sim not destroyed, link count = 3
::: MeshShared.shared Effects\GunFire\010_019mm\mono.sim not destroyed, link count = 31
::: MeshShared.shared Effects\GunFire\020_049mm\mono.sim not destroyed, link count = 22
PFS recalculate missionDestroy for Normal: nodeNum= 54120, availNodeNum=8633
PFS recalculate missionDestroy for Aggressive: nodeNum= 29460, availNodeNum=7566
PFS recalculate missionDestroy for Normal: nodeNum= 54120, availNodeNum=34463
PFS recalculate missionDestroy for Aggressive: nodeNum= 29460, availNodeNum=9902



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



WWThreadPool.destroy(): Thread pool is destroyed
[Aug 24, 2009 10:56:04 AM] -------------- END log session -------------

koloret
09-11-2010, 08:09 PM
seem that the game not implemented ATI radeon late generation
i buy this game near 2 year before and in this time i have a old nvidia card and i played all time without problem TOW
then i buy a new video card ATI 4600 serie and beguin the problem you describe only with the old TOW the new TOW2 afrika and kursk run nice

Sneaksie
09-13-2010, 06:50 AM
ToW1 may have problems with modern drivers because it requires full OpenGL support and this support is incomplete or outright botched in more recent ones (however, nVidia drivers run the game normally since it generally cared more for OpenGL support than its main competitor). That's the main reason why the render engine was rewritten for ToW2 games to use DirectX rendering instead of OpenGL.