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 Post subject: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Tue 26 Nov, 2013 3:46 am 
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Shortbus

Joined: Tue 26 Nov, 2013 12:34 am
Posts: 6
So in chapter 4, I am in an infected star system and I go to the zombie hoard to clean them out and open the warp gates to get out. When the mission starts and my ships warp in okay, the allied waves incoming counter goes down and it hits 0, but that's when the game crashes. when the allies warp in the game crashes, preventing me from doing the mission, and effectively trapping me in the star system.

Here's the log
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//-------------------------- 11/25/2013 -- 18:48:47 -----
Processor Init:
Intel Pentium III, ~3.10 Ghz
(timed at roughly 3.10 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 F:/Steam/steamapps/common/Space Pirates and Zombies/common/main.cs.
Loading compiled script F:/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: 1.605
///////////////////////////////////////////////////////
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: NVIDIA Corporation
Renderer: GeForce GTX 560 Ti/PCIe/SSE2
Version: 4.3.0
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
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
3DFX_texture_compression_FXT1

Max Texture Size reported as: 16384
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: NVIDIA Corporation
Renderer: GeForce GTX 560 Ti/PCIe/SSE2
Version: 4.3.0
Resurrecting the texture manager...
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 4)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
NV_vertex_array_range
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
3DFX_texture_compression_FXT1

Max Texture Size reported as: 16384
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

Mod Found: Halloween
Mod Found: WinterHoliday

Torque Game Builder (v1.7.5) initialized...
OpenGLDevice::setScreenMode -- can't switch to resolution larger than desktop in windowed mode!
Setting screen mode to 1680x1040x32 (w)...
Activating DirectInput...
EnableControls Error, Invalid Enable object SpazPopupGUI
Loaded Quest: InfectionQuest_05
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
Skipping Carrier
(this continues for god knows how many lines)


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Tue 26 Nov, 2013 3:08 pm 
Offline
Hound
User avatar

Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1997
Hi there

First try a reinstall. The game is small, and your save games will be safe. Let me know if that doesn't resolve the issue.


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Tue 26 Nov, 2013 9:06 pm 
Offline
Shortbus

Joined: Tue 26 Nov, 2013 12:34 am
Posts: 6
I did, I reinstalled it through steam and the problem still persists.


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Wed 27 Nov, 2013 3:31 am 
Offline
Hound
User avatar

Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1997
Shoot us a mail to contact@spazgame.com ... if you can include the 2 files for your savegame found in ...

C:\Users\YOURUSERNAME\AppData\Roaming\minmaxgames\spacepiratesandzombies\b_save

I will take a look at it and see what is up.

Sorry for the troubles.


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Wed 27 Nov, 2013 1:21 pm 
Offline
Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
I'm not sure if it was fixed or even if that's the problem, but there was a bug that when one of the 3 bars was too high, but the tech was too low and that made it impossible to spawn the ship, or something like that.


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Wed 27 Nov, 2013 2:53 pm 
Offline
Shortbus

Joined: Tue 26 Nov, 2013 12:34 am
Posts: 6
DestinyAtlantis wrote:
I'm not sure if it was fixed or even if that's the problem, but there was a bug that when one of the 3 bars was too high, but the tech was too low and that made it impossible to spawn the ship, or something like that.


How could you raise the star system's tech then? you can't do much of anything to the civ or UTA bases if the aliens are still present


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Sun 08 Dec, 2013 4:16 am 
Offline
Shortbus

Joined: Tue 26 Nov, 2013 12:34 am
Posts: 6
Richard wrote:
Shoot us a mail to contact@spazgame.com ... if you can include the 2 files for your savegame found in ...

C:\Users\YOURUSERNAME\AppData\Roaming\minmaxgames\spacepiratesandzombies\b_save

I will take a look at it and see what is up.

Sorry for the troubles.


I sent the saves.... Is there any trouble? do you need me to send them again?


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Tue 10 Dec, 2013 4:32 pm 
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Hound
User avatar

Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1997
My apologies, I'll try to get this resolved for you today.


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Tue 10 Dec, 2013 8:32 pm 
Offline
Hound
User avatar

Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1997
New mail sent. Let me know if for some reason you don't receive it.


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 Post subject: Re: Chapter 4 bug? Trapped in Star System From Crashes
PostPosted: Wed 11 Dec, 2013 12:02 am 
Offline
Shortbus

Joined: Tue 26 Nov, 2013 12:34 am
Posts: 6
I got it, thanks so much!


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