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Theatre of War series The most historically accurate RTS games

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  #1  
Old 09-06-2010, 08:13 AM
Sneaksie Sneaksie is offline
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Gualty, what are your system specs? When it crashes? I play ToW games (Steam versions) on my home PC sometimes and i didn't encounter crashes.
Post the contents of the file log.lst (it is located in the game folder) here (make sure you do this after the crash, since the game overwrites this file on each launch).
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  #2  
Old 09-28-2010, 08:50 AM
panamajack panamajack is offline
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Id like to add that im also having problems with theatre of war 2: kursk. I am also a steam user. I constantly have runtime errors and freezes and crash to desktops. I am also disappointed because I love the game also! I also downloaded the package africa + kursk + dlc and oddly enough I played through the Africa campaigns with out freezing once. No problems at all.
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  #3  
Old 09-28-2010, 09:05 AM
Sneaksie Sneaksie is offline
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It's strange since engine in ToW2 games is almost the same. Did you see my post in Steam forum about running the game on a CPU with more than 4 cores, maybe it'll help you as well?
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  #4  
Old 09-28-2010, 10:01 AM
panamajack panamajack is offline
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Quote:
Originally Posted by Sneaksie View Post
It's strange since engine in ToW2 games is almost the same. Did you see my post in Steam forum about running the game on a CPU with more than 4 cores, maybe it'll help you as well?
Yes I did see the post and changed the affinity as you suggested. I have newest drivers for all my hardware.

AMD Phenom II X4 940 @ 3.0 Ghz
ATI Radeon 4870
Windows XP 32-Bit

I can post a log file after my next crash if you think that would help. Thank you for your quick reply. I haven't experienced any problems with TOW1 either in about 20 hrs of gameplay.
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  #5  
Old 09-28-2010, 10:27 AM
Sneaksie Sneaksie is offline
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You play all tow games on the same system? Post log.lst here please.
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  #6  
Old 09-28-2010, 11:30 AM
panamajack panamajack is offline
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Quote:
Originally Posted by Sneaksie View Post
You play all tow games on the same system? Post log.lst here please.
Here is the log file. And yes all games or on the same system and all purchases through steam. Thanks again.

Sound: Native library (build 1.1, target - P IV) loaded.
Main3D >>> renderer type: DIRECT3D9
Available Texture Memory: 1033Mb
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 0.18251877
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 - enabled [buffers : 62]
Extensions - enabled :
EAX ver. 1 [X] - enabled
EAX ver. 2 [X] - enabled
EAX ver. 3 [X] - enabled
I3D ver. 2 [ ] - disabled
ZoomFX [ ] - disabled
MacroFX [ ] - disabled
SIMD render [X]
num channels 32

Initializing animator...
Animator was initialized in 4319 milliseconds (4 seconds)
Loaded user music tracks: [Ingame: 0] [Non-Game: 0]
::: setLoading=true
VoicesTable.load(): files were scanned in 578 ms
::: setLoading=false



================== START LOADED MISSION missions/ussr/cherkasskoe_south/mission.xml=====================



::: 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 0 ms
LandscapeTrees.recalcTreeVisBlocks() recalculated in 0 ms
SpeedTrees.load() done in 5250 ms
Normal: availNodeNum/availNodeList.Size = 0/0
--PFSCache read--
================ MissionManager.loadMissionBriefing() missions/ussr/cherkasskoe_south/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================
=== END OF TRIGGER COMPILATION ===
::: setLoading=false



================== START MISSION missions/ussr/cherkasskoe_south/mission.xml=====================



Time overflow (0): speed 0.3323486
save unit - pz_iiil_kursk1943 id = 1155
save unit - pz_ivf1_kursk1943 id = 1161
save unit - pz_iiil_kursk1943 id = 1195
save unit - pz_ivf1_kursk1943 id = 1189
save unit - pz_vd_panther_kursk1943 id = 1223
save unit - pz_vd_panther_kursk1943 id = 1229
save unit - pz_ivg_kursk1943 id = 1235
save unit - pz_iiil_kursk1943 id = 1241
save unit - pz_iiil_kursk1943 id = 1247
save unit - stug_40_g_kursk1943 id = 1297
save unit - stug_40_g_kursk1943 id = 1303
save unit - stug_40_g_kursk1943 id = 1308
save unit - stug_40_g_kursk1943 id = 1313
save unit - pz_vd_panther_kursk1943 id = 1330
save unit - pz_ivf2_kursk1943 id = 1336
save unit - pz_ivg_kursk1943 id = 1342
save unit - pz_vie_tiger_kursk1943 id = 1544
save unit - pz_vie_tiger_kursk1943 id = 1550
save unit - sdkfz_232_8rad_kursk1943 id = 1556
save unit - pz_vie_tiger_kursk1943 id = 1561
save unit - pz_iiin_kursk1943 id = 1641
--PFSCache created--
IO >>> serialized=(0) ms, save=(307 ms, trees=(-1953), typemap,deform=(172)



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



PFS recalculate missionDestroy for Normal: nodeNum= 90614, availNodeNum=6932
PFS recalculate missionDestroy for Normal: nodeNum= 90614, availNodeNum=22084



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



::: setLoading=true
================ MissionManager.loadMissionBriefing() missions/ussr/cherkasskoe_south/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================
MapsStorage.aiMapAddRoads(): roads where added in 0 ms
LandscapeTrees.recalcTreeVisBlocks() recalculated in 0 ms
SpeedTrees.load() done in 5344 ms
=== END OF TRIGGER COMPILATION ===
load unit - pz_iiin_kursk1943 id = 1641
load unit - pz_vie_tiger_kursk1943 id = 1561
load unit - sdkfz_232_8rad_kursk1943 id = 1556
load unit - pz_vie_tiger_kursk1943 id = 1550
load unit - pz_vie_tiger_kursk1943 id = 1544
load unit - pz_ivg_kursk1943 id = 1342
load unit - pz_ivf2_kursk1943 id = 1336
load unit - pz_vd_panther_kursk1943 id = 1330
load unit - stug_40_g_kursk1943 id = 1313
load unit - stug_40_g_kursk1943 id = 1308
load unit - stug_40_g_kursk1943 id = 1303
load unit - stug_40_g_kursk1943 id = 1297
load unit - pz_iiil_kursk1943 id = 1247
load unit - pz_iiil_kursk1943 id = 1241
load unit - pz_ivg_kursk1943 id = 1235
load unit - pz_vd_panther_kursk1943 id = 1229
load unit - pz_vd_panther_kursk1943 id = 1223
load unit - pz_iiil_kursk1943 id = 1195
load unit - pz_ivf1_kursk1943 id = 1189
load unit - pz_ivf1_kursk1943 id = 1161
load unit - pz_iiil_kursk1943 id = 1155
Total #4308 objects post-Loaded.

Total #4720 post-processed for GUI.

Normal: availNodeNum/availNodeList.Size = 213/0
--PFSCache read--
::: setLoading=false



================== START LOADED MISSION missions/ussr/cherkasskoe_south/mission.xml=====================






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



PFS recalculate missionDestroy for Normal: nodeNum= 90614, availNodeNum=6488
PFS recalculate missionDestroy for Normal: nodeNum= 90614, availNodeNum=22120



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



::: setLoading=true
================ MissionManager.loadMissionBriefing() missions/ussr/cherkasskoe_south/briefing.xml ================
================ MissionManager.loadMissionBriefing() ends ================
MapsStorage.aiMapAddRoads(): roads where added in 0 ms
LandscapeTrees.recalcTreeVisBlocks() recalculated in 0 ms
SpeedTrees.load() done in 5297 ms
=== END OF TRIGGER COMPILATION ===
load unit - pz_iiin_kursk1943 id = 1641
load unit - pz_vie_tiger_kursk1943 id = 1561
load unit - sdkfz_232_8rad_kursk1943 id = 1556
load unit - pz_vie_tiger_kursk1943 id = 1550
load unit - pz_vie_tiger_kursk1943 id = 1544
load unit - pz_ivg_kursk1943 id = 1342
load unit - pz_ivf2_kursk1943 id = 1336
load unit - pz_vd_panther_kursk1943 id = 1330
load unit - stug_40_g_kursk1943 id = 1313
load unit - stug_40_g_kursk1943 id = 1308
load unit - stug_40_g_kursk1943 id = 1303
load unit - stug_40_g_kursk1943 id = 1297
load unit - pz_iiil_kursk1943 id = 1247
load unit - pz_iiil_kursk1943 id = 1241
load unit - pz_ivg_kursk1943 id = 1235
load unit - pz_vd_panther_kursk1943 id = 1229
load unit - pz_vd_panther_kursk1943 id = 1223
load unit - pz_iiil_kursk1943 id = 1195
load unit - pz_ivf1_kursk1943 id = 1189
load unit - pz_ivf1_kursk1943 id = 1161
load unit - pz_iiil_kursk1943 id = 1155
Total #4308 objects post-Loaded.

Total #4720 post-processed for GUI.

Normal: availNodeNum/availNodeList.Size = 213/0
--PFSCache read--
::: setLoading=false



================== START LOADED MISSION missions/ussr/cherkasskoe_south/mission.xml=====================



*** FAILURE *** [SYSTEM] Main loop: Structure handled exception arized, see cppcrash
java.lang.RuntimeException: Structure handled exception arized, see cppcrash
at com.maddox.core.Scene.RenderScene(Unknown Source)
at com.ic.ww.game.Render3D0.render(Unknown 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 =====================



PFS recalculate missionDestroy for Normal: nodeNum= 90614, availNodeNum=6369
PFS recalculate missionDestroy for Normal: nodeNum= 90614, availNodeNum=21976



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



WWThreadPool.destroy(): Thread pool is destroyed
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  #7  
Old 09-28-2010, 11:56 AM
Sneaksie Sneaksie is offline
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It's a generic error, difficult to determine why it happens in your case. Kursk has higher memory requirements than Africa, maybe the game runs out of memory. When it happens, on first run of a scenario or after you load save or new map several times?
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