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Crashing when Playing PD3


goodtaffer

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my 540m is working man , but you know its bridged to intel hd3000 for everything, because standart structure of this type of laptops are like thsi you know. it doesnt matter you are using 540m or intel, the hdmi is on intel hd3000 and internal laptop screen LVDS connection is on hd3000 too. So if hd3000 has a problem it means 540m has a problem :D

 

here is the file :

darkmod.zip.txt

Edited by goodtaffer
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Driver definitely looks problematic:

 

 

 
Couldn't find proc address for: wglSetPbufferAttribARB
 

 

First, try updating your motherboard chipset drivers, then reinstall your Nvidia GPU driver.

 

If you can't ensure that your Nvidia GPU is running TDM, try updating the GPU driver for your Intel CPU too.

(It wont run as fast but at least it will run.)

 

 

Darkmod.cfg seems to be missing some default values.

 

Try deleting it then running tdm_updater to get a fresh copy.

 

After updating, adjust: "seta com_videoRam "1024".

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I've a pair of PD3 quicksaves which crash TDM when I try to load them, if anyone would like them to examine. (I'm unsure whether they were made under stock 2.04 or the cubelight test binaries, but they crash both.)

 

Send me the quicksaves. I can test them on 2.04, but I don't have the cubelight test binaries or the source code from which they were built.

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Also, these could be crashing for me if they weren't made with stock 2.04.

 

Who did you get the cubelight binaries from? Can you give them the quicksaves to see if they can get anything out of them?

 

I'm assuming he's using this one:

 

http://forums.thedarkmod.com/topic/18282-tracker-3881-cubemap-lighting-beta/page-3?do=findComment&comment=394894

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Yes.

 

The quicksaves are from Grunt's mansion, I think, searching around after knocking its population out: as for exactly what I was doing, I don't remember any more detail than is in the .tga screenshots that come with the save files.

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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Okay, so we've established that the crashes occurred with the cubelight patch installed.

 

@nbohr1more, since you have the sources for the patch, can you help with the crashes?

 

If not, I'm going to need the sources from which the patch was built.

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I will try to do some analysis but I will also supply the source code since crash analysis is not my forte. (Though I did fix quite a few in Crucible of Omens.)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Okay, so we've established that the crashes occurred with the cubelight patch installed.

 

@nbohr1more, since you have the sources for the patch, can you help with the crashes?

 

If not, I'm going to need the sources from which the patch was built.

Just to cover this, here are the changed renderer files to apply to the 2.04 source branch.

 

https://dl.dropboxusercontent.com/u/17706561/cube_changes.zip

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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These fail in the same way: it looks like the savegames are corrupted, because they're referencing "unreachable memory", which I take to mean that some values read from the savegames are outside the bounds of the memory the game is running in.

 

I'm able to quicksave and reload from the save w/o any problems, so there doesn't seem to be any systemic savegame problem, at least near the start of the game.

 

I'm afraid there's nothing else I can do to help.

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I was gonna take a stab at this but my analysis is probably nonsense...

 

The error fails near "CGrabber::GetEquipped()".

 

I wonder if

 

idThread* thread = CallScriptFunctionArgs(str.c_str(), true, 0, "e", ent);

 

is susceptible to some framework stability issues having to access the script framework?

 

Particularly intriguing because this is an idThread which could mean that this is a thread leak?

 

(Agenda bias: Motivation to move weapon scripts into C++ ? )

 

The other oddity in my debug:

 

entityNum -858993460 int

 

A negative entity number? (And a high one at that, well over the entity limit.) Possible leaky code in

spawning too many entities (no trail to find the culprit though, probably just a symptom of bad memory)?

 

Way over my head anyway.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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