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 Post subject: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 9:06 pm 
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Gyro

Joined: Sun 05 Jun, 2011 5:53 pm
Posts: 105
After finishing the mission to destroy the cloak generators the zombie essence destroys Jameson's ship but just as it reaches the Clockwork the game crashes. The window title is: Fatal-ISV: (..\..\source\T2D\EffectTools.cpp @ 147). The error message is: CreateEffectAtPosition has been given an invalid Datablock - THIS WILL MAKE STUFF SPLODE!!

I tried twice with the same crash. I then tried in DirectX compatibility mode and received the same error. I've never had a problem with any of the previous versions; this is new for me with 1.005. Any ideas?


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 9:09 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Hmm interesting. Can you please send us your save file? Also can you post your console.log file? Maybe an important file is corrupted.


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 9:16 pm 
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Gyro

Joined: Sun 05 Jun, 2011 5:53 pm
Posts: 105
This is the console log from my dx attempt I can redo in ogl if you want. Is there an attach button and I'm just missing it or do you want me to email the save file?

console.log | Click to toggle: +
//-------------------------- 10/6/2011 -- 14:55:47 -----
Processor Init:
Intel Pentium III, ~3.15 Ghz
(timed at roughly 3.17 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Input Init:
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script e:/games/steam/steamapps/common/space pirates and zombies/common/main.cs.
Loading compiled script e:/games/steam/steamapps/common/space pirates and zombies/game/main.cs.
% - Initializing Common
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
///////////////////////////////////////////////////////
// Current Version: 1.005
///////////////////////////////////////////////////////
loading controls
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 4800 Series
Version: 3.3.11079 Compatibility Profile Context
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 8)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
3DFX_texture_compression_FXT1

Max Texture Size reported as: 8192
Activating the OpenGL display device...
Activating the OpenGL display device...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context ...
Releasing the device context...
Destroying the window...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 4800 Series
Version: 3.3.11079 Compatibility Profile Context
Resurrecting the texture manager...
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 8)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 16)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
3DFX_texture_compression_FXT1

Max Texture Size reported as: 8192
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3


Torque Game Builder (v1.7.5) initialized...
Deactivating the previous display device...
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
Activating the D3D display device...
Releasing the device context...
Destroying the window...
Setting screen mode to 1920x1080x32 (fs)...
Changing the display settings to 1920x1080x32...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
WGL_EXT_swap_control

Max Texture Size reported as: 4096
Stomping String: STR_shield (c)
Stomping String: STR_prevTarget (r)
Stomping String: STR_nextTarget (f)
Activating DirectInput...
EnableControls Error, Invalid Enable object SpazPopupGUI
Loaded Quest: Sec3To4CloakedWarpGate
CreateEffectAtPosition has been given an invalid Datablock! - THIS WILL MAKE STUFF SPLODE!! ()
parse error
Fatal-ISV: (..\..\source\T2D\EffectTools.cpp @ 147) CreateEffectAtPosition has been given an invalid Datablock! - THIS WILL MAKE STUFF SPLODE!!


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 9:20 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
You can shoot the save files to contact@spazgame.com


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 9:25 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
I just gave the cloaking mission a try and the scripted event after and it was ok, so this is something local to your machine. If you got SPAZ from Steam, can you validate file integrity? Otherwise, you can grab the latest installer here: http://spacepiratesandzombies.com/freeF ... v1.005.exe

It most likely is a corrupt file of some sort.


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 9:29 pm 
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Gyro

Joined: Sun 05 Jun, 2011 5:53 pm
Posts: 105
Done. I hope it's something simple. I'm eager to see what the new chapter 4 is like.

Edit: I did validate the game files with Steam - it said validated successfully. I didn't think it changed anything so I didn't try again but I will now.


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 9:39 pm 
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Gyro

Joined: Sun 05 Jun, 2011 5:53 pm
Posts: 105
It crashed again - same error. I'll delete local files and redownload through Steam.


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 10:41 pm 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
This turned out to be a real bug. We are now on v1.006 on Steam and the bug is fixed. Thanks for the report Pu239 :)


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Thu 06 Oct, 2011 11:48 pm 
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Gyro

Joined: Sun 05 Jun, 2011 5:53 pm
Posts: 105
It is working now and you guys are insanely on the ball. Thanks!


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Fri 07 Oct, 2011 12:08 am 
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Developer
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Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
Have fun wreaking havok in chapter 4. It got a BIIIIG difficulty boost, so you are in for a titanic fight.


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Mon 16 Jan, 2012 2:05 am 
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Shortbus

Joined: Mon 16 Jan, 2012 2:02 am
Posts: 1
i am having the exact same issure except it is more random throughout the game. Any time I warp into a new system but not everytime. Seems to pick which systems it wants to crash on. My game is fully updated and I have reinstalled twice to no avail. any ideas???


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Mon 16 Jan, 2012 5:30 pm 
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Developer
User avatar

Joined: Fri 25 Feb, 2011 3:39 am
Posts: 1767
I think I got a mail from you at our contact address and we got you all set up. If not, please email me your console.log file and I will take a look. (to contact@spazgame.com)


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 Post subject: Re: Crash at end of chapter 3
PostPosted: Tue 26 Nov, 2013 12:42 am 
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Shortbus

Joined: Tue 26 Nov, 2013 12:34 am
Posts: 6
I'm having a similar problem in chapter 4 where the game plays for a few seconds then crashes when I warp into the zombie base to clear the warp gate. this bug is keeping me trapped in this one star system

EDIT: Okay, I've just pinpointed the problem: the game crashed when the first allied wave warps in.


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