No reason.. just dumps me out.. over and over
here is the log
+====================================================================+
| STARSHATTER 4.0.2 9 Sep 2004, 4:05:18 PM |
+====================================================================+
| |
| Windows XP 5.1 (Build 2600) Service Pack 1 |
| |
| Registered Owner: User, |
| |
| CPUs Detected: 2 CPU Level: 15.3.3 CPU Speed: 3362 |
| x86 Family 15 Model 3 Stepping 3 |
| GenuineIntel |
| |
| 512 MB RAM 2014 MB Max Swap 1457 MB Avail Swap |
| |
| DirectX 7 installed. |
| DDRAW 5.1.2600.1106 (xpsp1.020828-1920) |
| D3DIM 5.1.2600.0 (xpclient.010817-1148) |
| DINPUT 5.1.2600.1106 (xpsp1.020828-1920) |
| DPLAY 5.00.2134.1 |
| DSOUND 5.1.2600.0 (xpclient.010817-1148) |
| DMUSIC 5.1.2600.1106 (xpsp1.020828-1920) |
| |
| |
| RADEON 9800 PRO |
| |
+====================================================================+
FILE SYSTEM ENABLED
Initializing Game
Request 1024x768x32 mode
Request DirectX 7 Hardware Rendering mode
Request Primary 3D card
Gamma Level = 128
Initializing instance...
Window created.
Instance initialized.
Initializing game...
********************************
* Direct 3D version 7 *
********************************
SoundCardD3D Primary Buffer Format:
bits: 16
chls: 2
rate: 22050
Created video object.
VideoDX7 Fullscreen: Using double buffered video memory surface
VideoDX7: Found attached surface.
DDSCAPS_3DDEVICE
DDSCAPS_BACKBUFFER
DDSCAPS_COMPLEX
DDSCAPS_FLIP
DDSCAPS_LOCALVIDMEM
DDSCAPS_VIDEOMEMORY
Preparing to enumerate Z Buffers...
driver_index = 1
GUID: 84e63de0-46aa-11cf-816f-0000c020156e
VD3D_ZBufferEnum:
VD3D_ZBufferEnum:
VD3D_ZBufferEnum:
VD3D_ZBufferEnum:
Creating Z Buffer (1024 x 768)
VideoDX7: Created Z Buffer (depth = 32)
Supported Texture Formats:
1) 15-bit True color RGB 555
2) 16-bit True color RGBA 5551
3) 16-bit True color RGBA 4444
4) 16-bit True color RGB 565
5) 16-bit True color RGB 880
6) 16-bit True color RGB 556
7) 24-bit True color RGB 888
8) 24-bit True color RGB 888
9) 32-bit True color RGBA 8888 <== SOLID <== TRANSPARENT <== TRANSLUCENT <== INDEXED
10) Alpha/Luminance Only
11) 0-bit True color RGB 000
12) 0-bit True color RGB 000
13) 0-bit True color RGB 000
14) 0-bit True color RGB 000
15) 0-bit True color RGB 000
16) 0-bit True color RGB 000
17) 0-bit True color RGB 000
18) 0-bit True color RGB 000
VideoDX7: Checking for gamma support. ddcaps.dwCaps2 = 004afe78
GAMMA SUPPORTED
Created screen object.
Palette loaded.
Established requested video parameters.
DEPLOYING MODS
--------------
1. B5_500.dat
Creating Archive 'B5_500.dat'...
Could not deploy 'B5_500.dat' - disabling
Loading Ranks and Medals
Remapping: 'KEY_PITCH_UP' => VK_NUMPAD5(101) (0) (0)
Remapping: 'KEY_PITCH_DOWN' => VK_NUMPAD8(104) (0) (0)
Remapping: 'KEY_YAW_LEFT' => VK_NUMPAD4(100) (0) (0)
Remapping: 'KEY_YAW_RIGHT' => VK_NUMPAD6(102) (0) (0)
Remapping: 'KEY_ROLL_LEFT' => O(79) (0) (0)
Remapping: 'KEY_ROLL_RIGHT' => I(73) (0) (0)
Remapping: 'KEY_PLUS_X' => D(68) (0) (0)
Remapping: 'KEY_MINUS_X' => A(65) (0) (0)
Remapping: 'KEY_PLUS_Y' => W(87) (0) (0)
Remapping: 'KEY_MINUS_Y' => S(83) (0) (0)
Remapping: 'KEY_PLUS_Z' => Q(81) (0) (0)
Remapping: 'KEY_MINUS_Z' => E(69) (0) (0)
Remapping: 'KEY_ACTION_0' => V(86) null(0) KEY_JOY_1(449)
Remapping: 'KEY_ACTION_1' => M(77) null(0) KEY_JOY_4(452)
Remapping: 'KEY_THROTTLE_UP' => P(80) (0) (0)
Remapping: 'KEY_THROTTLE_DOWN' => L(76) (0) (0)
Remapping: 'KEY_AUGMENTER' => VK_SPACE(32) (0) (0)
Remapping: 'KEY_FLCS_MODE_AUTO' => VK_NUMPAD0(96) (0) (0)
Remapping: 'KEY_COMMAND_MODE' => VK_DECIMAL(110) (0) (0)
Remapping: 'KEY_CYCLE_PRIMARY' => H(72) (0) (0)
Remapping: 'KEY_CYCLE_SECONDARY' => U(85) null(0) KEY_JOY_2(450)
Remapping: 'KEY_LOCK_TARGET' => VK_MULTIPLY(106) null(0) KEY_JOY_3(451)
Remapping: 'KEY_LOCK_HOSTILE_SHIP' => VK_NUMPAD1(97) (0) (0)
Remapping: 'KEY_LOCK_HOSTILE_THREAT' => VK_NUMPAD2(98) (0) (0)
Remapping: 'KEY_CYCLE_SUBTARGET' => VK_NUMPAD3(99) (0) (0)
Remapping: 'KEY_DECOY' => N(78) (0) (0)
Remapping: 'KEY_NAVLIGHT_TOGGLE' => N(78) (0) (0)
Remapping: 'KEY_AUTO_NAV' => /(191) (0) (0)
Remapping: 'KEY_DROP_ORBIT' => /(191) (0) (0)
Remapping: 'KEY_SHIELDS_UP' => ](221) (0) (0)
Remapping: 'KEY_SHIELDS_DOWN' => [(219) (0) (0)
Remapping: 'KEY_SHIELDS_FULL' => VK_NUMPAD3(99) (0) (0)
Remapping: 'KEY_SHIELDS_ZERO' => X(88) (0) (0)
Remapping: 'KEY_SENSOR_MODE' => /(191) (0) (0)
Remapping: 'KEY_SENSOR_GROUND_MODE' => /(191) (0) (0)
Remapping: 'KEY_LAUNCH_PROBE' => /(191) (0) (0)
Remapping: 'KEY_SENSOR_RANGE_MINUS' => /(191) (0) (0)
Remapping: 'KEY_SENSOR_RANGE_PLUS' => /(191) (0) (0)
Remapping: 'KEY_EMCON_MINUS' => /(191) (0) (0)
Remapping: 'KEY_EMCON_PLUS' => /(191) (0) (0)
Remapping: 'KEY_EXIT' => ~(192) (0) (0)
Remapping: 'KEY_CAM_BRIDGE' => 1(49) (0) (0)
Remapping: 'KEY_CAM_CHASE' => 2(50) (0) (0)
Remapping: 'KEY_CAM_EXTERN' => 3(51) (0) (0)
Remapping: 'KEY_TARGET_PADLOCK' => 4(52) (0) (0)
Remapping: 'KEY_HUD_MODE' => 5(53) (0) (0)
Remapping: 'KEY_HUD_WARN' => VK_F1(112) (0) (0)
Remapping: 'KEY_HUD_INST' => /(191) (0) (0)
Remapping: 'KEY_NAV_DLG' => VK_F2(113) (0) (0)
Remapping: 'KEY_WEP_DLG' => VK_F3(114) (0) (0)
Remapping: 'KEY_ENG_DLG' => VK_F4(115) (0) (0)
Remapping: 'KEY_FLT_DLG' => VK_F5(116) (0) (0)
Remapping: 'KEY_RADIO_MENU' => VK_F6(117) (0) (0)
Remapping: 'KEY_QUANTUM_MENU' => VK_F7(118) (0) (0)
Remapping: 'KEY_MFD1' => VK_F9(120) (0) (0)
Remapping: 'KEY_MFD2' => VK_F10(121) (0) (0)
Remapping: 'KEY_CAM_VIEW_SELECTION' => /(191) (0) (0)
Remapping: 'KEY_SWAP_ROLL_YAW' => /(191) (0) (0)
Remapping: 'KEY_CHAT_BROADCAST' => F(70) (0) (0)
Remapping: 'KEY_CONTROL_MODEL' => =1(1) (0) (0)
Remapping: 'KEY_JOY_SELECT' => =1(1) (0) (0)
Remapping: 'KEY_JOY_RUDDER' => =0(0) (0) (0)
Remapping: 'KEY_JOY_THROTTLE' => =0(0) (0) (0)
Remapping: 'KEY_JOY_SENSE' => =0(0) (0) (0)
Remapping: 'KEY_JOY_DEAD_ZONE' => =500(500) (0) (0)
Remapping: 'KEY_MOUSE_SELECT' => =1(1) (0) (0)
Remapping: 'KEY_MOUSE_SENSE' => =10(10) (0) (0)
Remapping: 'KEY_MOUSE_ACTIVE' => =191(191) (0) (0)
Mapping: 'KEY_MOUSE_INVERT' => =0(0) (0) (0)
Loaded key.cfg
Starshatter::InitGame() create joystick
Joystick: initialized DI7 pdi = 0015abbc
Joystick: preparing to enumerate devices
EnumJoystick 1: '2-axis, 4-button joystick'
guid: {b141cee0-fe4b-11d5-800344455354}
Loading System Designs 'sys.def'
Loading Weapon Designs 'wep.def'
+====================================================================+
| RUN |
+====================================================================+
Loading ship design catalog: Ships/catalog.def
Add Mod Catalog Entry 'C_Corlonis' Class 'Frigate'
Add Mod Catalog Entry 'C_Corvan' Class 'Frigate'
Add Mod Catalog Entry 'C_Corvanic' Class 'Frigate'
Add Mod Catalog Entry 'C_Sentri' Class 'Fighter'
Add Mod Catalog Entry 'C_Demos' Class 'Destroyer'
Add Mod Catalog Entry 'C_Vorchan' Class 'Destroyer'
Add Mod Catalog Entry 'E_CargoEmpty' Class 'Cargo'
Add Mod Catalog Entry 'E_CargoTrans' Class 'Cargo'
Add Mod Catalog Entry 'E_CrewShuttle' Class 'Courier'
Add Mod Catalog Entry 'E_FuelTrans' Class 'Cargo'
Add Mod Catalog Entry 'E_Hyperion' Class 'Cruiser'
Add Mod Catalog Entry 'E_MidWinter' Class 'Cruiser'
Add Mod Catalog Entry 'E_Hades' Class 'Frigate'
Add Mod Catalog Entry 'E_Olympus' Class 'Frigate'
Add Mod Catalog Entry 'E_SA23E' Class 'Fighter'
Add Mod Catalog Entry 'E_Shuttle' Class 'Courier'
Add Mod Catalog Entry 'E_Starliner' Class 'Courier'
Add Mod Catalog Entry 'M_Graendial' Class 'Cruiser'
Add Mod Catalog Entry 'M_Leshath' Class 'Cruiser'
Add Mod Catalog Entry 'M_Narish' Class 'Fighter'
Add Mod Catalog Entry 'M_Nial' Class 'Fighter'
Add Mod Catalog Entry 'M_Tigara' Class 'Cruiser'
Add Mod Catalog Entry 'M_Tinarlshi' Class 'Cruiser'
Add Mod Catalog Entry 'M_Tinashi' Class 'Cruiser'
Add Mod Catalog Entry 'Hyperspace' Class 'Farcaster'
Add Mod Catalog Entry 'JumpGate' Class 'Farcaster'
Add Mod Catalog Entry 'JumpPoint' Class 'Farcaster'
Add Mod Catalog Entry 'N_BinDebona' Class 'Dreadnaught'
Add Mod Catalog Entry 'N_BinKan' Class 'Battleship'
Add Mod Catalog Entry 'N_BinKan' Class 'Battleship'
Add Mod Catalog Entry 'N_BinNic' Class 'Destroyer'
Add Mod Catalog Entry 'N_BinTak' Class 'Dreadnaught'
Add Mod Catalog Entry 'N_BinVan' Class 'Battleship'
Add Mod Catalog Entry 'N_Frazi' Class 'Fighter'
Add Mod Catalog Entry 'N_FraziHV' Class 'Fighter'
Add Mod Catalog Entry 'N_FraziSR' Class 'Attack'
Add Mod Catalog Entry 'N_Cargo' Class 'CARGO'
Add Mod Catalog Entry 'N_Glaud' Class 'Cruiser'
Add Mod Catalog Entry 'N_GKarith' Class 'Frigate'
Add Mod Catalog Entry 'N_Glan' Class 'Cruiser'
Add Mod Catalog Entry 'N_GLarnath' Class 'Frigate'
Add Mod Catalog Entry 'N_GLoth' Class 'Cruiser'
Add Mod Catalog Entry 'N_GToth' Class 'Cruiser'
Add Mod Catalog Entry 'N_Gquon' Class 'Cruiser'
Add Mod Catalog Entry 'N_Gquonth' Class 'Cruiser'
Add Mod Catalog Entry 'N_Gtal' Class 'Cruiser'
Add Mod Catalog Entry 'N_Gvald' Class 'Frigate'
Add Mod Catalog Entry 'N_MKos' Class 'Attack'
Add Mod Catalog Entry 'N_TorethINT' Class 'Fighter'
Add Mod Catalog Entry 'N_TorethLRSR' Class 'Attack'
Add Mod Catalog Entry 'N_TorethLT' Class 'Fighter'
Add Mod Catalog Entry 'N_SarNic' Class 'Destroyer'
Add Mod Catalog Entry 'N_VarNic' Class 'Destroyer'
Add Mod Catalog Entry 'R_Arrow' Class 'Fighter'
Add Mod Catalog Entry 'R_BattleWagon' Class 'Frigate'
Add Mod Catalog Entry 'R_BlackHand' Class 'Cruiser'
Add Mod Catalog Entry 'R_EscortWagon' Class 'Frigate'
Add Mod Catalog Entry 'R_Reaper' Class 'Frigate'
Add Mod Catalog Entry 'R_Striker' Class 'Frigate'
Add Mod Catalog Entry 'R_Zephyr' Class 'Fighter'
Add Mod Catalog Entry 'S_LightFigher' Class 'Fighter'
Add Mod Catalog Entry 'S_MedFighter' Class 'Fighter'
Add Mod Catalog Entry 'S_StrikeFighter' Class 'Attack'
Loading Galaxy: Galaxy.def
Loading StarSystem: Jarnell/Jarnell.def
Loading StarSystem: Borova/Borova.def
Loading StarSystem: Athenar/Athenar.def
Loading StarSystem: Paragon/Paragon.def
Loading StarSystem: Thralis/Thralis.def
Loading StarSystem: Janus/Janus.def
Loading StarSystem: Solus/Solus.def
Loading StarSystem: Silessia/Silessia.def
Loading StarSystem: Haiche/Haiche.def
Loading StarSystem: Renser/Renser.def
Loading StarSystem: Loris/Loris.def
Loading StarSystem: Ostara/Ostara.def
Loading StarSystem: Kolchev/Kolchev.def
Loading StarSystem: Korius/Korius.def
Loading StarSystem: Tarsus/Tarsus.def
Loading StarSystem: Nephrys/Nephrys.def
Loading StarSystem: Radix/Radix.def
Loading StarSystem: Isham/Isham.def
Loading StarSystem: Garrison/Garrison.def
Loading StarSystem: Trocanther/Trocanther.def
Loading StarSystem: Marak/Marak.def
Loading StarSystem: Black/Black.def
Loading Galaxy: Galaxy.def
Loading StarSystem: Narn/Narn.def
Loading StarSystem: ShLekkTha/ShLekkTha.def
Loading StarSystem: Quadrant01/Quadrant01.def
Loading StarSystem: Hyperspace/Hyperspace.def
Order of Battle Loaded (Dantari Separatists).
Order of Battle Loaded (Marakan Hegemony).
Order of Battle Loaded (Terellian Alliance).
Order of Battle Loaded (Haiche Protectorate).
Order of Battle Loaded (Brotherhood of Iron).
Order of Battle Loaded (Silessian Confederacy).
Order of Battle Loaded (Independent System of Solus).
Order of Battle Loaded (Zolon Empire).
Loading Form Set 'MenuDlg'
Loading Form Set 'CmpSelectDlg'
Loading Form Set 'MsnSelectDlg'
Loading Form Set 'ModDlg'
Loading Form Set 'ModInfoDlg'
Loading Form Set 'MsnEditDlg'
Loading Form Set 'MsnElemDlg'
Loading Form Set 'MsnEventDlg'
Loading Form Set 'MsnEditNavDlg'
Loading Form Set 'NetClientDlg'
Loading Form Set 'NetAddrDlg'
Loading Form Set 'NetPassDlg'
Loading Form Set 'NetLobbyDlg'
Loading Form Set 'NetServerDlg'
Loading Form Set 'NetUnitDlg'
Loading Form Set 'AudDlg'
Loading Form Set 'VidDlg'
Loading Form Set 'OptDlg'
Loading Form Set 'CtlDlg'
Loading Form Set 'KeyDlg'
Loading Form Set 'JoyDlg'
Loading Form Set 'FirstTimeDlg'
Loading Form Set 'PlayerDlg'
Loading Form Set 'AwardDlg'
Loading Form Set 'ConfirmDlg'
Loading Form Set 'ExitDlg'
MusicDirector::SetMode() old: NONE new: MENU
Opened Ogg Bitstream 'Music/Menu/Track-4.ogg'
Title=Babylon 5 Theme - Suite IV_The
Copyright=False
TrackNumber=1
Bitstream is 2 channel, 44100Hz
Decoded length: 35165184 samples
Encoded by: Xiph.Org libVorbis I 20030909
Campaign: Selected 'Custom Missions'
VideoDX7::RecoverSurfaces()
* Restoring All Surfaces
* Marking 9 Surfaces Invalid
* Invalidating Texture Cache
* Vid Mem Free: 104734752
* Recover Surfaces Complete.
Campaign::SetMissionId(10)
>>> Starshatter::SetGameMode(3) (PREP_MODE)
Loading Form Set 'LoadDlg'
Loading Form Set 'CmpLoadDlg'
MusicDirector::SetMode() old: MENU new: BRIEFING
Opened Ogg Bitstream 'Music/Briefing/Track-1.ogg'
Album=Babylon 5 - No Surrender, No..
Title=Enough is Enough - Earth Sta..
Artist=Christopher Franke
Comment=Track 1
Copyright=False
TrackNumber=7
Bitstream is 2 channel, 44100Hz
Decoded length: 2707456 samples
Encoded by: Xiph.Org libVorbis I 20030909
Loading Explosion Defs 'Explosions.def'
Campaign::GetMission(10) loading mission...
Load Mission: 'custom010.def'
Loading ShipDesign 'E_Hyperion'
WeaponDesign: no catalog entry for design 'EA_HEAVYPULSE_NT', checking mods...
WeaponDesign: found mod weapon 'EA_HEAVYPULSE_NT'
WeaponDesign: no catalog entry for design 'EA_PLASMA', checking mods...
WeaponDesign: found mod weapon 'EA_PLASMA'
WeaponDesign: no catalog entry for design 'EA_HEAVYPULSE', checking mods...
WeaponDesign: found mod weapon 'EA_HEAVYPULSE'
WeaponDesign: no catalog entry for design 'EA_PULSE', checking mods...
WeaponDesign: found mod weapon 'EA_PULSE'
WeaponDesign: no catalog entry for design 'EA_LTPULSE', checking mods...
WeaponDesign: found mod weapon 'EA_LTPULSE'
WeaponDesign: no catalog entry for design 'EA_INTERCEPTOR', checking mods...
WeaponDesign: found mod weapon 'EA_INTERCEPTOR'
Ship Design Radius = 2496.394531
Loading ShipDesign 'E_SA23E'
WeaponDesign: no catalog entry for design 'EA_40MM', checking mods...
WeaponDesign: found mod weapon 'EA_40MM'
WeaponDesign: no catalog entry for design 'EA_35MM', checking mods...
WeaponDesign: found mod weapon 'EA_35MM'
WeaponDesign: no catalog entry for design 'AIM250', checking mods...
WeaponDesign: found mod weapon 'AIM250'
WeaponDesign: no catalog entry for design 'AIM350', checking mods...
WeaponDesign: found mod weapon 'AIM350'
WeaponDesign: no catalog entry for design 'AIMELR25', checking mods...
WeaponDesign: found mod weapon 'AIMELR25'
WeaponDesign: no catalog entry for design 'APO100', checking mods...
WeaponDesign: found mod weapon 'APO100'
WeaponDesign: no catalog entry for design 'AS92', checking mods...
WeaponDesign: found mod weapon 'AS92'
WeaponDesign: no catalog entry for design 'HSAS94', checking mods...
WeaponDesign: found mod weapon 'HSAS94'
Ship Design Radius = 34.560005
Loading ShipDesign 'E_Olympus'
WeaponDesign: no catalog entry for design 'EA_VLPULSE_S', checking mods...
WeaponDesign: found mod weapon 'EA_VLPULSE_S'
WeaponDesign: no catalog entry for design 'EA_LTRAIL', checking mods...
WeaponDesign: found mod weapon 'EA_LTRAIL'
WeaponDesign: no catalog entry for design 'EA_MARK65', checking mods...
WeaponDesign: found mod weapon 'EA_MARK65'
Ship Design Radius = 1385.333862
Loading ShipDesign 'M_Nial'
WeaponDesign: no catalog entry for design 'MINBARI_FIGHTERNEUTRON', checking mods...
WeaponDesign: found mod weapon 'MINBARI_FIGHTERNEUTRON'
WeaponDesign: no catalog entry for design 'AF505A', checking mods...
WeaponDesign: found mod weapon 'AF505A'
WeaponDesign: no catalog entry for design 'AF700A', checking mods...
WeaponDesign: found mod weapon 'AF700A'
WeaponDesign: no catalog entry for design 'AS115A', checking mods...
WeaponDesign: found mod weapon 'AS115A'
WeaponDesign: no catalog entry for design 'AS215A', checking mods...
WeaponDesign: found mod weapon 'AS215A'
Ship Design Radius = 41.759975
Loading ShipDesign 'M_Leshath'
WeaponDesign: no catalog entry for design 'MINBARI_NEUTRON', checking mods...
WeaponDesign: found mod weapon 'MINBARI_NEUTRON'
WeaponDesign: no catalog entry for design 'MINBARI_MEDFUSION', checking mods...
WeaponDesign: found mod weapon 'MINBARI_MEDFUSION'
WeaponDesign: no catalog entry for design 'MINBARI_ANTIMATTER', checking mods...
WeaponDesign: found mod weapon 'MINBARI_ANTIMATTER'
WeaponDesign: no catalog entry for design 'MINBARI_AFNEUTRON', checking mods...
WeaponDesign: found mod weapon 'MINBARI_AFNEUTRON'
Ship Design Radius = 4642.472168
Loading ShipDesign 'M_Tigara'
WeaponDesign: no catalog entry for design 'MINBARI_LIGHTNEUTRON', checking mods...
WeaponDesign: found mod weapon 'MINBARI_LIGHTNEUTRON'
WeaponDesign: no catalog entry for design 'MINBARI_FUSION', checking mods...
WeaponDesign: found mod weapon 'MINBARI_FUSION'
Ship Design Radius = 2745.595459
Loading ShipDesign 'M_Tinarlshi'
Ship Design Radius = 2470.201904
Loading ShipDesign 'M_Tinashi'
Ship Design Radius = 1926.434937
Mission Loaded.
>>> Starshatter::SetGameMode(4) (PLAN_MODE)
Loading Form Set 'MsnDlg'
Loading Form Set 'MsnObjDlg'
Loading Form Set 'MsnPkgDlg'
Loading Form Set 'MsnWepDlg'
Loading Form Set 'MsnNavDlg'
Loading Form Set 'DebriefDlg'
Loading Form Set 'AwardDlg'
MsnDlg::Show() mission id = 10 name = 'Historic - Killing fields of ShLekkTha'
MsnDlg::Show() mission id = 10 name = 'Historic - Killing fields of ShLekkTha'
VideoDX7::RecoverSurfaces()
* Restoring All Surfaces
* Marking 20 Surfaces Invalid
* Invalidating Texture Cache
* Vid Mem Free: 102029408
* Recover Surfaces Complete.
>>> Starshatter::SetGameMode(5) (LOAD_MODE)
Loading Form Set 'EngDlg'
Loading Form Set 'FltDlg'
Loading Form Set 'NavDlg'
Loading Form Set 'AudDlg'
Loading Form Set 'VidDlg'
Loading Form Set 'OptDlg'
Loading Form Set 'CtlDlg'
Loading Form Set 'KeyDlg'
Loading Form Set 'JoyDlg'
Loading Form Set 'ModDlg'
Loading Form Set 'ModInfoDlg'
VideoDX7::RecoverSurfaces()
* Restoring All Surfaces
* Marking 4 Surfaces Invalid
* Invalidating Texture Cache
* Vid Mem Free: 108942304
* Recover Surfaces Complete.
World Created.
Exec Mission: 'Historic - Killing fields of ShLekkTha'
Nebular Sky 'MINBARI1.mag' loaded
nverts: 294
npolys: 480
radius: 10488.944336
Point Stars: 2000
constructing Planet patch ShLekkTha/Suns/G1.pcx
constructing Planet patch ShLekkTha/Minash/MalTak_HIGH.pcx
loading glow texture ShLekkTha/Minash/MalTak_HIGH_GLOW.pcx
constructing Planet patch ShLekkTha/Harlar/HIGH.pcx
loading glow texture ShLekkTha/Harlar/HIGH_GLOW.pcx
WARNING: Ship 'Hyperion Wing 1' type 'E_Hyperion' has 5 wep groups (max=4)
Inserting Ship(Hyperion Wing 1) into Region(Tarlash) (00:07.621)
Opened Ogg Bitstream 'Music/Briefing/Track-5.ogg'
Album=Babylon 5: In The Beginning
Title=The War - End Credits
Artist=Christopher Franke
Comment=Track 6
Copyright=False
TrackNumber=5
Bitstream is 2 channel, 44100Hz
Decoded length: 41589760 samples
Encoded by: Xiph.Org libVorbis I 20030909
Joystick CreateDevice(1)
name: 2-axis, 4-button joystick
Created joystick 1 (pdev = 00150f8c)
WARNING: Ship 'Hyperion Wing 2' type 'E_Hyperion' has 5 wep groups (max=4)
Inserting Ship(Hyperion Wing 2) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Hyperion Wing 3' type 'E_Hyperion' has 5 wep groups (max=4)
Inserting Ship(Hyperion Wing 3) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 1' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 1) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 2' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 2) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 3' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 3) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 4' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 4) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 5' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 5) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 6' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 6) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 7' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 7) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 8' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 8) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 9' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 9) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 10' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 10) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 11' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 11) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 12' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 12) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 13' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 13) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 14' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 14) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 15' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 15) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 16' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 16) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 17' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 17) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Alpha Wing 18' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Alpha Wing 18) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Olympus Wing 1' type 'E_Olympus' has 5 wep groups (max=4)
Inserting Ship(Olympus Wing 1) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Olympus Wing 2' type 'E_Olympus' has 5 wep groups (max=4)
Inserting Ship(Olympus Wing 2) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Olympus Wing 3' type 'E_Olympus' has 5 wep groups (max=4)
Inserting Ship(Olympus Wing 3) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Beta Wing 1' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Beta Wing 1) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Beta Wing 2' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Beta Wing 2) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Beta Wing 3' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Beta Wing 3) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Beta Wing 4' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Beta Wing 4) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Beta Wing 5' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Beta Wing 5) into Region(Tarlash) (00:07.621)
WARNING: Ship 'Beta Wing 6' type 'E_SA23E' has 5 wep groups (max=4)
Inserting Ship(Beta Wing 6) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 1) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 2) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 3) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 4) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 5) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 6) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 7) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 8) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 9) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 10) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 11) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 12) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 13) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 14) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 15) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 16) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 17) into Region(Tarlash) (00:07.621)
Inserting Ship(Defense Wing 18) into Region(Tarlash) (00:07.621)
Inserting Ship(Leshath 1) into Region(Tarlash) (00:07.621)
Inserting Ship(Leshath 2) into Region(Tarlash) (00:07.621)
Inserting Ship(Tigara) into Region(Tarlash) (00:07.621)
Inserting Ship(Tinarlshi 1) into Region(Tarlash) (00:07.621)
Inserting Ship(Tinarlshi 2) into Region(Tarlash) (00:07.621)
Inserting Ship(Tinashi) into Region(Tarlash) (00:07.621)
Inserting Ship(Leshath 1) into Region(Harlar) (00:07.621)
Inserting Ship(Leshath 2) into Region(Harlar) (00:07.621)
Inserting Ship(Leshath 3) into Region(Harlar) (00:07.621)
Inserting Ship(Leshath 4) into Region(Harlar) (00:07.621)
Inserting Ship(Leshath 5) into Region(Harlar) (00:07.621)
Inserting Ship(Leshath 6) into Region(Harlar) (00:07.621)
Inserting Ship(Leshath 1) into Region(Minash) (00:07.621)
Inserting Ship(Leshath 2) into Region(Minash) (00:07.621)
Inserting Ship(Leshath 3) into Region(Minash) (00:07.621)
Inserting Ship(Leshath 4) into Region(Minash) (00:07.621)
Inserting Ship(Leshath 5) into Region(Minash) (00:07.621)
Inserting Ship(Leshath 6) into Region(Minash) (00:07.621)
Mission Instantiated.
>>> Starshatter::SetGameMode(6) (PLAY_MODE)
Starting Game...
Stardate: 1094767532.0
MusicDirector::SetMode() old: BRIEFING new: FLIGHT
Opened Ogg Bitstream 'Music/Flight/Track-3.ogg'
Album=Unreleased track
Title=Combat Sim - Battle Sequence D
Artist=Chris Franke: Babylon 5
Comment=www.musicofb5.com
Copyright=False
Date=1999
TrackNumber=83
Bitstream is 2 channel, 44100Hz
Decoded length: 11606016 samples
Encoded by: Xiph.Org libVorbis I 20030909
TIME 1:00
MusicDirector::SetMode() old: FLIGHT new: COMBAT
Opened Ogg Bitstream 'Music/Combat/Track-4.ogg'
Album=The Best Of Babylon 5
Title=Begin To Attack The Shadows (W
Artist=Christopher Franke
Copyright=False
Date=1997
TrackNumber=11
Bitstream is 2 channel, 44100Hz
Decoded length: 1350656 samples
Encoded by: Xiph.Org libVorbis I 20030909
TIME 2:00
Opened Ogg Bitstream 'Music/Combat/Track-1.ogg'
Copyright=False
Bitstream is 2 channel, 44100Hz
Decoded length: 2424832 samples
Encoded by: Xiph.Org libVorbis I 20030909
Defense Wing 5 Killed Alpha Wing 1 (02:12.084)
*********************************************
FATAL EXCEPTION:
Registers:
EAX: 25485e40
EBX: 404164b0
ECX: 409e6b90
EDX: 005fc9a4
EDI: 00000000
ESI: 40422340
EBP: 0012f9b8
CS:EIP: 001b:00503355
SS:ESP: 0023:0012f910
DS: 0023
ES: 0023
FS: 003b
GS: 0000
Flags: 00010206
Exception Code: c0000005 ACCESS_VIOLATION
Exception Addr: 00503355
Program attempted to READ from address 0x409e6d20
Loaded IMAGEHLP.DLL
Stack Trace (Symbolic):
Address Frame
00503355 0012f9b8 0001:00102355 D:\-=Games=-\Matrix Games\Starshatter\Builds\ReleaseBuild\Stars.exe
*********************************************
PROGRAM TERMINATED.
CTD
Post bug reports and ask for tech support here.
- Pheonix Starflare
- Posts: 254
- Joined: Wed Mar 31, 2004 8:20 pm
- Location: Boston, MA, USA
RE: CTD
Post by Pheonix Starflare »
Looks like it's caused by
But I may be wrong. What happened immediately before, and what ships were they and such information.Defense Wing 5 Killed Alpha Wing 1 (02:12.084)
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."
"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
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John DiCamillo
- Posts: 360
- Joined: Sat Feb 28, 2004 7:02 am
- Contact:
RE: CTD
Post by John DiCamillo »
The log indicates that the game is crashing in a collision avoidance routine for one of the AI ships. Essentially, one of your AI ships is seeing a ghost and trying to navigate around something that isn't really there anymore. It seems to be an instance of what we call a "stale pointer bug."
It's hard to tell exactly what is going wrong, and why it is going wrong so consistently for you at the present time. There is code in place to prevent this sort of problem; the trick is to figure out why that code isn't working. The first step is to figure out what sort of object the AI was trying to avoid. The AI will try to avoid three different types of obstacles - other ships, large pieces of debris, and asteroids. If there were no asteroids present in this mission, we can rule out that possibility.
I notice the last line of the log before the crash was:
Defense Wing 5 Killed Alpha Wing 1 (02:12.084)
Alpha 1 was an 'E_SA23E' Starfury. I have an old copy of this ship from early August. In my copy, the following debris elements are defined:
The mass for each of those pieces of debris is quite enormous - thousands of times more than the mass of the Starfury itself. Some of those debris elements are probably more massive than many starships.
The AI collision avoidance algorithm uses the debris mass to determine whether a piece of debris is worth trying to avoid. There would be no sense for a battleship to turn aside to get out of the way of an old lock washer drifting away from the smoking wreckage of a one man fighter. The AI will only try to avoid collisions with debris chunks that are more massive than the ship doing the avoiding. The debris from your Starfury is probably heavy enough to give an Omega Destroyer captain pause.
I am also suspicious of the debris because unlike spaceships, the debris objects are actually deleted from memory when their time expires. Ships are simply set aside in a separate discard pile to be cleaned up when the mission is over.
I will do some tests on my end and get back to you shortly...
It's hard to tell exactly what is going wrong, and why it is going wrong so consistently for you at the present time. There is code in place to prevent this sort of problem; the trick is to figure out why that code isn't working. The first step is to figure out what sort of object the AI was trying to avoid. The AI will try to avoid three different types of obstacles - other ships, large pieces of debris, and asteroids. If there were no asteroids present in this mission, we can rule out that possibility.
I notice the last line of the log before the crash was:
Defense Wing 5 Killed Alpha Wing 1 (02:12.084)
Alpha 1 was an 'E_SA23E' Starfury. I have an old copy of this ship from early August. In my copy, the following debris elements are defined:
Code: Select all
debris: "d1.mag",
debris_loc: (0, 0, -50),
debris_mass: 900000,
debris_count: 5,
debris_life: 5,
debris_fire: (1,1,1),
debris: "d2.mag",
debris_loc: (0, 0, -50),
debris_mass: 1200000,
debris_count: 5,
debris_life: 5,
debris_fire: (1,1,1),
debris: "d3.mag",
debris_loc: (0, 0, -50),
debris_mass: 1400000,
debris_count: 6,
debris_life: 5,
debris_fire: (1,1,1),
debris: "d4.mag",
debris_loc: (0, 0, -50),
debris_mass: 1600000,
debris_count: 6,
debris_life: 5,
debris_fire: (1,1,1),
The mass for each of those pieces of debris is quite enormous - thousands of times more than the mass of the Starfury itself. Some of those debris elements are probably more massive than many starships.
The AI collision avoidance algorithm uses the debris mass to determine whether a piece of debris is worth trying to avoid. There would be no sense for a battleship to turn aside to get out of the way of an old lock washer drifting away from the smoking wreckage of a one man fighter. The AI will only try to avoid collisions with debris chunks that are more massive than the ship doing the avoiding. The debris from your Starfury is probably heavy enough to give an Omega Destroyer captain pause.
I am also suspicious of the debris because unlike spaceships, the debris objects are actually deleted from memory when their time expires. Ships are simply set aside in a separate discard pile to be cleaned up when the mission is over.
I will do some tests on my end and get back to you shortly...
--milo
http://www.starshatter.com
http://www.starshatter.com
RE: CTD
holy crap
That makes a lot of sense.. I totaly forgot about that.. those debree mass's are a throwback to when I was testing out making debrees eject at different speeds.. that must have been a year ago..
and since its all from the same template... oh no... every single def file will have debrees with that mass size... sigh.. looks like I have work to do
i"ll fix it up, run tests and see if it still crashes
thanks!
That makes a lot of sense.. I totaly forgot about that.. those debree mass's are a throwback to when I was testing out making debrees eject at different speeds.. that must have been a year ago..
and since its all from the same template... oh no... every single def file will have debrees with that mass size... sigh.. looks like I have work to do
i"ll fix it up, run tests and see if it still crashes
thanks!
Jason Blaz
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