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Theatre of War series The most historically accurate RTS games |
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#1
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Help, random desktop crashes
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 |
#2
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Post here the contents of log.lst file from the game directory after one of the crashes.
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#3
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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 |
#4
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Quote:
[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 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#5
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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 |
#6
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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.
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