mpr++ 0.2.5a

MPR++; support/discussion/questions

Moderator: thunderchero

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Army37
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Re: Merry Christmas (we have presents)

Post by Army37 »

thunderchero wrote:
This sounds a lot like problem Tethys has/had (not sure if he solved his problem) but some more info might be helpful.
full screen or windowed mode?
wide screen or normal?
what is video card info?
what version of direct X installed?
does this happen every time?
if so check last line of (install path in use)\mpr++\ogre.log and or mpr++.log (but only report last line of log after crash)

thunderchero
My video card is an ATI Radeon HD 5450
DirectX is version 11

Error happens on windowed mod due to the mpr++ program
in the object database when I click on SHIPS and try to select any of the ships there.
It says that trek.exe has stopped working.

Another thing, it happened on the SHIPS menu only...all other menus are ok.
I played a few turns and then went back to see if trek.exe would crash....it didn't....it seems I need to play a few turns before being able to look at the SHIPS menu.

ogre.log:
11:13:41: Unregistering ResourceManager for type Material

mpr++:
Engine destructed!

but I think it's about the 6 turns I played with the last game.
As for mpr++ Engine destructed message, well I kindda click on the X to close the game instead of going thru the exit menu.
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Flocke
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Re: Merry Christmas (we have presents)

Post by Flocke »

maybe I should rename the "Engine destructed!" message, it's just the normal unload process as it should. Actually, if "Engine destructed!" is missing from log, botf either is still running or crashed.

Not good to hear of your troubles, can you please test if you've same troubles with mpr++ applied to unmodded (vanilla) 800x600?
Do you have any other instabilities with 3D games?
Also do you run in 32bit compability mode?

thank you
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Army37
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Re: Merry Christmas (we have presents)

Post by Army37 »

Flocke wrote:maybe I should rename the "Engine destructed!" message, it's just the normal unload process as it should. Actually, if "Engine destructed!" is missing from log, botf either is still running or crashed.

Not good to hear of your troubles, can you please test if you've same troubles with mpr++ applied to unmodded (vanilla) 800x600?
Do you have any other instabilities with 3D games?
Also do you run in 32bit compability mode?

thank you
There is no problems with the unmodded vanilla version....it works fine....can access the ships menu whenever I want...no crash.

It seems so far that the only crash occur when I try to access the Ships menu on UDM 3 before playing a turn....same thing happens when I load a saved game and try the menu...trek.exe stop working....I have to play at least a whole turn and on the next turn, I have no problems to access the ships menu.

As for the 32 bits compatibility...I don't see that in the shortcut settings....there is no checkmarks in compatibility mode nor there is a 32 bits menu to be selected. The Settings menu is all blank as well.
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Tethys
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Re: Merry Christmas (we have presents)

Post by Tethys »

Ill have to download and install UDM, ill do it sometime today, Im on my way out now.
Not for the weak of heart...
Galaxies MOD v0.4.0 <--- GALM/Galaxies Mod latest version
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Army37
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Re: Merry Christmas (we have presents)

Post by Army37 »

The only mods that has mpr++ installed and will launch with it is UDM 3 and the unmodded 1.0.2 English version - I have no problems accessing the Ships menu either but the ships are unmodded.

As for the other mods I tried AAM, BOP are working fine with the 1024 resolution. No Crashes menu wise.

Galaxy Mod doesn't support 1024. It does crash to desktop at startup if I tried to play several other mods before. I relaunch the game and it's stable.

ECM 1024 - Installed it but can't seem to find it in the botf folder. I'm at a lost here.
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Flocke
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Re: Merry Christmas (we have presents)

Post by Flocke »

the 1024 versions require you to install corresponding 800 resolution mod first!
mpr++ installer can be downloaded here, it's a patch that can be applied to any mod, simply adjust install path: https://www.armadafleetcommand.com/botf ... it&lid=196 ;)
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Army37
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Re: Merry Christmas (we have presents)

Post by Army37 »

Flocke wrote:the 1024 versions require you to install corresponding 800 resolution mod first!
mpr++ installer can be downloaded here, it's a patch that can be applied to any mod, simply adjust install path: https://www.armadafleetcommand.com/botf ... it&lid=196 ;)

Ok....well the ECM 1024 doesn't work....when I try to launch the game it states that c:\windows\trek.exe cannot be found.
I tried it with and without the 800 resolution mod and nothing...there's a path problem somewhere.
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Army37
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Re: Merry Christmas (we have presents)

Post by Army37 »

Flocke wrote:the 1024 versions require you to install corresponding 800 resolution mod first!
mpr++ installer can be downloaded here, it's a patch that can be applied to any mod, simply adjust install path: https://www.armadafleetcommand.com/botf ... it&lid=196 ;)

I installed the the mpr++ patch for the Galaxy Mod....there is compatibility issues as I was not able to go on the SHIPS screen at all without having trek.exe stop responding every time.

Here is the MPR++ log:

Engine Initialization:
Initialize MainSystem..
Initialize GraphicSystem..
Initialize Main Window..
Engine initialized!
Engine Loadup:
Create Main Window..
Load InputSystem..
Load GuiSystem..
Tune Engine..
Engine loaded!
MPR++ Loadup:
Initialize BotF..
Load Databases..
load mpr++\data\ElementDB.xml
load mpr++\data\BotfMappings.xml
Execute BotfGui.lua script..
Initialize Main-GameState..
Attach GUI..
Activate BotF..
Game prepared!

Starting to render... :D
mpr_loadGame got called
mpr_loadGame got executed
Player race is: 1
mpr_endTurn got called
mpr_saveGame got called
mpr_saveGame got executed
mpr_endTurn got executed
Turn number: 20
mpr_endTurn got called
mpr_saveGame got called
mpr_saveGame got executed
mpr_endTurn got executed
Turn number: 21
mpr_saveGame got called
mpr_saveGame got executed

here is the OGRE log:

13:50:04: Creating resource group General
13:50:04: Creating resource group Internal
13:50:04: Creating resource group Autodetect
13:50:04: SceneManagerFactory for type 'DefaultSceneManager' registered.
13:50:04: Registering ResourceManager for type Material
13:50:04: Registering ResourceManager for type Mesh
13:50:04: Registering ResourceManager for type Skeleton
13:50:04: MovableObjectFactory for type 'ParticleSystem' registered.
13:50:04: OverlayElementFactory for type Panel registered.
13:50:04: OverlayElementFactory for type BorderPanel registered.
13:50:04: OverlayElementFactory for type TextArea registered.
13:50:04: Registering ResourceManager for type Font
13:50:04: ArchiveFactory for archive type FileSystem registered.
13:50:04: ArchiveFactory for archive type Zip registered.
13:50:04: DDS codec registering
13:50:04: FreeImage version: 3.13.1
13:50:04: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
13:50:04: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
13:50:04: Registering ResourceManager for type HighLevelGpuProgram
13:50:04: Registering ResourceManager for type Compositor
13:50:04: MovableObjectFactory for type 'Entity' registered.
13:50:04: MovableObjectFactory for type 'Light' registered.
13:50:04: MovableObjectFactory for type 'BillboardSet' registered.
13:50:04: MovableObjectFactory for type 'ManualObject' registered.
13:50:04: MovableObjectFactory for type 'BillboardChain' registered.
13:50:04: MovableObjectFactory for type 'RibbonTrail' registered.
13:50:04: Loading library mpr++/plugins\RenderSystem_Direct3D9
13:50:04: Installing plugin: D3D9 RenderSystem
13:50:04: D3D9 : Direct3D9 Rendering Subsystem created.
13:50:04: D3D9: Driver Detection Starts
13:50:04: D3D9: Driver Detection Ends
13:50:04: Plugin successfully installed
13:50:04: *-*-* OGRE Initialising
13:50:04: *-*-* Version 1.7.2 (Cthugha)
13:50:04: Creating resource group Animations
13:50:04: Added resource location 'mpr++/graphics/cegui/animations' of type 'FileSystem' to resource group 'Animations'
13:50:04: Creating resource group Fonts
13:50:04: Added resource location 'mpr++/graphics/cegui/fonts' of type 'FileSystem' to resource group 'Fonts'
13:50:04: Creating resource group Imagesets
13:50:04: Added resource location 'mpr++/graphics/cegui/imagesets' of type 'FileSystem' to resource group 'Imagesets'
13:50:04: Creating resource group Layouts
13:50:04: Added resource location 'mpr++/graphics/cegui/layouts' of type 'FileSystem' to resource group 'Layouts'
13:50:04: Creating resource group LookNFeel
13:50:04: Added resource location 'mpr++/graphics/cegui/looknfeel' of type 'FileSystem' to resource group 'LookNFeel'
13:50:04: Creating resource group LuaScripts
13:50:04: Added resource location 'mpr++/graphics/cegui/lua_scripts' of type 'FileSystem' to resource group 'LuaScripts'
13:50:04: Creating resource group Materials
13:50:04: Added resource location 'mpr++/graphics/materials' of type 'FileSystem' to resource group 'Materials'
13:50:04: Creating resource group Meshes
13:50:04: Added resource location 'mpr++/graphics/meshes/card' of type 'FileSystem' to resource group 'Meshes'
13:50:04: Added resource location 'mpr++/graphics/meshes/fed' of type 'FileSystem' to resource group 'Meshes'
13:50:04: Added resource location 'mpr++/graphics/meshes/ferg' of type 'FileSystem' to resource group 'Meshes'
13:50:04: Added resource location 'mpr++/graphics/meshes/kling' of type 'FileSystem' to resource group 'Meshes'
13:50:04: Added resource location 'mpr++/graphics/meshes/rom' of type 'FileSystem' to resource group 'Meshes'
13:50:04: Added resource location 'mpr++/graphics/meshes/minor' of type 'FileSystem' to resource group 'Meshes'
13:50:04: Added resource location 'mpr++/graphics/meshes/alien' of type 'FileSystem' to resource group 'Meshes'
13:50:04: Creating resource group Schemes
13:50:04: Added resource location 'mpr++/graphics/cegui/schemes' of type 'FileSystem' to resource group 'Schemes'
13:50:04: Creating resource group SkyBoxes
13:50:04: Added resource location 'mpr++/graphics/skyboxes' of type 'FileSystem' to resource group 'SkyBoxes'
13:50:04: Creating resource group Textures
13:50:04: Added resource location 'mpr++/graphics/textures' of type 'FileSystem' to resource group 'Textures'
13:50:04: D3D9 : RenderSystem Option: Floating-point mode = Fastest
13:50:04: D3D9 : RenderSystem Option: Resource Creation Policy = Create on active device
13:50:04: Parsing scripts for resource group Animations
13:50:04: Finished parsing scripts for resource group Animations
13:50:04: Parsing scripts for resource group Autodetect
13:50:04: Finished parsing scripts for resource group Autodetect
13:50:04: Parsing scripts for resource group Fonts
13:50:04: Finished parsing scripts for resource group Fonts
13:50:04: Parsing scripts for resource group General
13:50:04: Finished parsing scripts for resource group General
13:50:04: Parsing scripts for resource group Imagesets
13:50:04: Finished parsing scripts for resource group Imagesets
13:50:04: Parsing scripts for resource group Internal
13:50:04: Finished parsing scripts for resource group Internal
13:50:04: Parsing scripts for resource group Layouts
13:50:04: Finished parsing scripts for resource group Layouts
13:50:04: Parsing scripts for resource group LookNFeel
13:50:04: Finished parsing scripts for resource group LookNFeel
13:50:04: Parsing scripts for resource group LuaScripts
13:50:04: Finished parsing scripts for resource group LuaScripts
13:50:04: Parsing scripts for resource group Materials
13:50:04: Parsing script akira.material
13:50:04: Parsing script ch2_a.material
13:50:04: Parsing script cs_a1.material
13:50:04: Parsing script ffs_a.material
13:50:04: Parsing script fh1_a.material
13:50:04: Parsing script hh1_a.material
13:50:04: Parsing script kh1_a.material
13:50:04: Parsing script rh1_a.material
13:50:04: Parsing script rl__a.material
13:50:04: Parsing script t01_a.material
13:50:04: Finished parsing scripts for resource group Materials
13:50:04: Parsing scripts for resource group Meshes
13:50:04: Finished parsing scripts for resource group Meshes
13:50:04: Parsing scripts for resource group Schemes
13:50:04: Finished parsing scripts for resource group Schemes
13:50:04: Parsing scripts for resource group SkyBoxes
13:50:04: Parsing script space01.material
13:50:04: Finished parsing scripts for resource group SkyBoxes
13:50:04: Parsing scripts for resource group Textures
13:50:04: Finished parsing scripts for resource group Textures
13:50:04: CPU Identifier & Features
13:50:04: -------------------------
13:50:04: * CPU ID: GenuineIntel: Intel(R) Core(TM) i3 CPU 530 @ 2.93GHz
13:50:04: * SSE: yes
13:50:04: * SSE2: yes
13:50:04: * SSE3: yes
13:50:04: * MMX: yes
13:50:04: * MMXEXT: yes
13:50:04: * 3DNOW: no
13:50:04: * 3DNOWEXT: no
13:50:04: * CMOV: yes
13:50:04: * TSC: yes
13:50:04: * FPU: yes
13:50:04: * PRO: yes
13:50:04: * HT: no
13:50:04: -------------------------
13:50:04: D3D9 : Subsystem Initialising
13:50:04: Registering ResourceManager for type Texture
13:50:04: Registering ResourceManager for type GpuProgram
13:50:04: ***************************************
13:50:04: *** D3D9 : Subsystem Initialised OK ***
13:50:04: ***************************************
13:50:04: D3D9RenderSystem::_createRenderWindow "BotF", 800x600 windowed miscParams: FSAA=4 title=Birth of the Federation - powered by mpr++ v0.2.5
13:50:04: D3D9 : Created D3D9 Rendering Window 'BotF' : 800x600, 32bpp
13:50:04: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
13:50:04: D3D9: Vertex texture format supported - PF_L8
13:50:04: D3D9: Vertex texture format supported - PF_L16
13:50:04: D3D9: Vertex texture format supported - PF_A8
13:50:04: D3D9: Vertex texture format supported - PF_A4L4
13:50:04: D3D9: Vertex texture format supported - PF_BYTE_LA
13:50:04: D3D9: Vertex texture format supported - PF_R5G6B5
13:50:04: D3D9: Vertex texture format supported - PF_B5G6R5
13:50:04: D3D9: Vertex texture format supported - PF_A4R4G4B4
13:50:04: D3D9: Vertex texture format supported - PF_A1R5G5B5
13:50:04: D3D9: Vertex texture format supported - PF_A8R8G8B8
13:50:04: D3D9: Vertex texture format supported - PF_B8G8R8A8
13:50:04: D3D9: Vertex texture format supported - PF_A2R10G10B10
13:50:04: D3D9: Vertex texture format supported - PF_A2B10G10R10
13:50:04: D3D9: Vertex texture format supported - PF_DXT1
13:50:04: D3D9: Vertex texture format supported - PF_DXT2
13:50:04: D3D9: Vertex texture format supported - PF_DXT3
13:50:04: D3D9: Vertex texture format supported - PF_DXT4
13:50:04: D3D9: Vertex texture format supported - PF_DXT5
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
13:50:04: D3D9: Vertex texture format supported - PF_X8R8G8B8
13:50:04: D3D9: Vertex texture format supported - PF_X8B8G8R8
13:50:04: D3D9: Vertex texture format supported - PF_R8G8B8A8
13:50:04: D3D9: Vertex texture format supported - PF_DEPTH
13:50:04: D3D9: Vertex texture format supported - PF_SHORT_RGBA
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT16_R
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT32_R
13:50:04: D3D9: Vertex texture format supported - PF_SHORT_GR
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT16_GR
13:50:04: D3D9: Vertex texture format supported - PF_FLOAT32_GR
13:50:04: D3D9: Vertex texture format supported - PF_SHORT_RGB
13:50:04: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
13:50:04: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
13:50:04: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
13:50:04: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
13:50:04: RenderSystem capabilities
13:50:04: -------------------------
13:50:04: RenderSystem Name: Direct3D9 Rendering Subsystem
13:50:04: GPU Vendor: ati
13:50:04: Device Name: Monitor-1-ATI Radeon HD 5450
13:50:04: Driver Version: 8.17.10.1107
13:50:04: * Fixed function pipeline: yes
13:50:04: * Hardware generation of mipmaps: yes
13:50:04: * Texture blending: yes
13:50:04: * Anisotropic texture filtering: yes
13:50:04: * Dot product texture operation: yes
13:50:04: * Cube mapping: yes
13:50:04: * Hardware stencil buffer: yes
13:50:04: - Stencil depth: 8
13:50:04: - Two sided stencil support: yes
13:50:04: - Wrap stencil values: yes
13:50:04: * Hardware vertex / index buffers: yes
13:50:04: * Vertex programs: yes
13:50:04: * Number of floating-point constants for vertex programs: 256
13:50:04: * Number of integer constants for vertex programs: 16
13:50:04: * Number of boolean constants for vertex programs: 16
13:50:04: * Fragment programs: yes
13:50:04: * Number of floating-point constants for fragment programs: 224
13:50:04: * Number of integer constants for fragment programs: 16
13:50:04: * Number of boolean constants for fragment programs: 16
13:50:04: * Geometry programs: no
13:50:04: * Number of floating-point constants for geometry programs: 0
13:50:04: * Number of integer constants for geometry programs: 0
13:50:04: * Number of boolean constants for geometry programs: 0
13:50:04: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
13:50:04: * Texture Compression: yes
13:50:04: - DXT: yes
13:50:04: - VTC: no
13:50:04: - PVRTC: no
13:50:04: * Scissor Rectangle: yes
13:50:04: * Hardware Occlusion Query: yes
13:50:04: * User clip planes: yes
13:50:04: * VET_UBYTE4 vertex element type: yes
13:50:04: * Infinite far plane projection: yes
13:50:04: * Hardware render-to-texture: yes
13:50:04: * Floating point textures: yes
13:50:04: * Non-power-of-two textures: yes
13:50:04: * Volume textures: yes
13:50:04: * Multiple Render Targets: 4
13:50:04: - With different bit depths: yes
13:50:04: * Point Sprites: yes
13:50:04: * Extended point parameters: yes
13:50:04: * Max Point Size: 10
13:50:04: * Vertex texture fetch: yes
13:50:04: * Number of world matrices: 0
13:50:04: * Number of texture units: 8
13:50:04: * Stencil buffer depth: 8
13:50:04: * Number of vertex blend matrices: 0
13:50:04: - Max vertex textures: 4
13:50:04: - Vertex textures shared: no
13:50:04: * Render to Vertex Buffer : no
13:50:04: * DirectX per stage constants: yes
13:50:04: DefaultWorkQueue('Root') initialising on thread 0x124de8.
13:50:04: DefaultWorkQueue('Root')::WorkerFunc - thread 0x135770 starting.
13:50:04: DefaultWorkQueue('Root')::WorkerFunc - thread 0x1357c0 starting.
13:50:04: Particle Renderer Type 'billboard' registered
13:50:04: DefaultWorkQueue('Root')::WorkerFunc - thread 0x135ac0 starting.
13:50:04: DefaultWorkQueue('Root')::WorkerFunc - thread 0x135bb0 starting.
13:50:04: Mesh: Loading ch2_a.mesh.
13:50:04: WARNING: ch2_a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading ds9.mesh.
13:50:04: WARNING: ds9.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading akira.mesh.
13:50:04: WARNING: akira.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading hh1_a.mesh.
13:50:04: WARNING: hh1_a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading ffs_a.mesh.
13:50:04: WARNING: ffs_a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading fh1_a.mesh.
13:50:04: WARNING: fh1_a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading kh1_a.mesh.
13:50:04: WARNING: kh1_a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading rh1_a.mesh.
13:50:04: WARNING: rh1_a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading rl__a.mesh.
13:50:04: WARNING: rl__a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Mesh: Loading t01_a.mesh.
13:50:04: WARNING: t01_a.mesh is an older format ([MeshSerializer_v1.40]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
13:50:04: Texture: _cegui_ogre_0: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:50:04: Texture: _cegui_ogre_1: Loading 1 faces(PF_A8B8G8R8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
13:50:04: Texture: _cegui_ogre_2: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:50:04: Texture: _cegui_ogre_3: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:50:04: Texture: _cegui_ogre_4: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:50:04: Texture: _cegui_ogre_5: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:50:05: Texture: _cegui_ogre_6: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
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13:50:05: Creating resource group BotfHobs
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Re: Merry Christmas (we have presents)

Post by Flocke »

Army37 wrote:I installed the the mpr++ patch for the Galaxy Mod....there is compatibility issues as I was not able to go on the SHIPS screen at all without having trek.exe stop responding every time.
Please tell if it still crashes when setting rendermode to none (no ships rendered) in mpr++.ini like this:

Code: Select all

[mpr]
RENDERMODE=
and once again, posting full log doesn't help, I ask for if there's need
if last line/entry reads "error" or "exception" that one only would be interesting. ;)
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Re: Merry Christmas (we have presents)

Post by Tethys »

Does GALM crash at all without MPR?
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Re: Merry Christmas (we have presents)

Post by xDx »

tethys wrote:
Does GALM crash at all without MPR?
No it doesn't... at least not in SP :wink:
On another more important note I am sorry to hear people are having problems with the new graphics engine and I can understand a certain measure of troubleshooting from Flocke and the other admins concerning this topic. I have a seven year old computer and am running a Nvidia GeForce 8800 GTX video card. When I was testing UDM 1024 for Thunderchero without MPR++ I would crash almost everytime I would enter a battle. It was frustrating both me and TC but I troubleshooted on my own as well as asking for help but in the end I determined my particular video card was incapable of supporting the higher res without a more current MPR system. Since Flocke has released the new engine I have experienced no problems at all. To make a long story short since everyone runs with different computers and different video cards it is very hard to determine what course to help each individual member.

So to help the creators of these fine tools to update this game please try a few things for yourself. For example, make sure your video card has the most recent drivers installed and that the older driver was uninstalled properly (also make sure the driver installed is for your correct OS). Make sure that you have the most current version of DirectX, DX11 (comes preinstalled on Win7). If that does not work download the redistribution pack for DX to install the files for DirectX9 and 10 (this does help some people with newer systems) this is the link TC provided http://www.microsoft.com/download/en/de ... px?id=8109. These are the easiest steps and if this does not work then go into the MPR++ folder and read the INI manual. I know for a fact all of us have tinkered with our graphics cards and video settings to make a particular game run better looking or smoother or both. Even if it was just increasing the resolution or turning Anti-Aliasing on or off we have done these things. Changing the settings in the INI file is the same thing as doing this. Also make sure any drivers installed or uninstalled to your computer that you restart your machine to allow all changes to be made/updated.

It can take a minute to read through the manual but Flocke has made the manual more in depth since the first release and thank you for that Flocke it is most insightful :) So play with the settings in there for your particular computer and if you get it to work then please post what your INI file looks like and your system specs so we can help other members in the future. If you still are having problems then go ahead and post a question concerning your problem.

I hope everyone takes the opportunity to read this and to clarify what can be done to troubleshoot on your own even a little bit. I eagerly await the next release of MPR++ when we can see new model textures in game :) Great work so far Flocke, TC, SCT, Angel, tethys and everyone else who has worked so hard to keep things fresh with this game so we can hopefully celebrate the twenty year release of this game :D
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Re: Merry Christmas (we have presents)

Post by xDx »

So I will start it off I have an Intel Pentium 4 3.2G single core processor with 4 Gigs Ram Windows 7 OS SP1 DX11 Nvidia GeForce 8800GTX with 3G built in ram
This is my INI file for MPR++ installed currently on UDM 3.0.1da and GALM 0.3.0a
#TinyConfig Start
[system]
FRAMECYCLEMAX=100
[display]
DISPLAY=VSYNC|FULLSCREEN
FSAA=4
[mpr]
RENDERMODE=MPR_CHROMA
#RENDERMODE=MPR|3D
#TinyConfig End
I was having an issue with the MPR freezing when cycling between fullscreen and windowed mode while in the research screen (the view ships screen) so I removed the hashtag symbol in front of DISPLAY=VSYNC|FULLSCREEN and also changed the default FIXEDASPECT to FULLSCREEN and voila problem solved. So in other words:
change
#DISPLAY=VSYNC|FIXEDASPECT
to
DISPLAY=VSYNC|FULLSCREEN
Hopefully this helps someone :)
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Re: Merry Christmas (we have presents)

Post by Flocke »

thx xDx, it's obviously a driver or system related issue, that's right as I don't encounter crashes neither in vanilla, UDM3, ECM nor Galaxies Mod with mpr++ myself, no matter how often I try.
But while that's true it's still a strange bug only occuring first turn / no preceding combat, not initial viewed ship in database but the ones selected thereafter, complex (modded) ships, and eventually limited to 64bit (>4GB RAM) and ATI cards and I wondor if I can do anything about.
As far Tethys tested, the crash also happens without textures (ships all white) but not in RENDERMODE=3D (replacement ships, but as long there's only one almost same as none), so I wanna know if without old ship rendering (that is only a temporary solution anyway) mpr++ keeps stable for Army37.
All the other INI settings, though it doesn't harm to read the manual I wrote, do not help here nor does a directx update. A driver update might help, eventually.
As for Tethys we also found the issue is related to batch count somehow (often high with complex modded ships, see F6). :roll:

As for your resize bug, that's a new one to me. So you now start in fullscreen and can switch to windowed if fixed aspect isn't set, but as soon fixed aspect is set it crashes? And crashes too when starting in windowed without fixed aspect? What desktop resolution is set in windows?

What currently really bugs me are the phasers, as phaser target coordinate is the only thing left to complete replacement implementation research wise. :(

P.S. @Moderators, feel free to move the whole mpr++ error discussion into mpr++ 0.2.5 topic
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Re: Merry Christmas (we have presents)

Post by Tethys »

If I may ask, or if anyone knows, what IS the batch count, and why do the old models use a lower one? Is it a different conversion method? Perhaps this method should be used, since it seems to be more stable for more people.
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Re: Merry Christmas (we have presents)

Post by Flocke »

batch count is the number of render tasks issued to the graphic engine
it requires cpu to gpu synchonization slowing down cpu, so performance wise it's best to have a low one, graphic card today is much more capable than cpu.
However for each new material/texture a new batch has to be started.
Sadly rendbead doesn't take account of it and orders the triangles by bsp tree and not by texture, necessary as rendbead converts to 2d and has no z-buffering support.
Modding wise we can keep it low by using less textures (or less complex models).
But with replacement models this is no issue anymore.

Nonetheless I changed some code, an old leftover, partially reducing batch count some (e.g. UDM ship from 18 to 2, other ships very complex, many textures >90 batch unaffected). Might be this has an affect as it caused unnecessary batches. :roll:
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