MPR++ v0.2.6c open for alpha testing

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Mattly99
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Re: MPR++ v0.2.6c open for alpha testing

Post by Mattly99 »

I have windows 7 64 bit. My graphics card is nvidia geforce gtx 460 is this the part of the log you wanted?
10:33:38: D3D9 device: 0x[0x49c1580] lost. Releasing D3D9 texture: BotF_GuiTexture
10:33:38: Released D3D9 texture: BotF_GuiTexture
10:33:38: D3D9 Device 0x[0x49c1580] entered lost state
10:33:38: !!! Direct3D Device successfully restored.
10:33:38: D3D9 device: 0x[0x49c1580] was reset

Last night before I went to bed the log indicted that I turned vertical sync off and to try to turn it on. I did that it seemed to help for a few turns before the stuttering came back.

Here's another crash although vsync is still on. 10:39:41: D3D9 device: 0x[0x49b1580] lost. Releasing D3D9 texture: BotF_GuiTexture
10:39:41: Released D3D9 texture: BotF_GuiTexture
10:39:41: D3D9 Device 0x[0x49b1580] entered lost state
10:39:41: !!! Direct3D Device successfully restored.
10:39:41: D3D9 device: 0x[0x49b1580] was reset
10:40:02: D3D9 device: 0x[0x49b1580] lost. Releasing D3D9 texture: BotF_GuiTexture
10:40:02: Released D3D9 texture: BotF_GuiTexture
10:40:02: D3D9 Device 0x[0x49b1580] entered lost state
10:40:02: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
10:40:03: !!! Direct3D Device successfully restored.
10:40:03: D3D9 device: 0x[0x49b1580] was reset
10:40:07: D3D9 device: 0x[0x49b1580] lost. Releasing D3D9 texture: BotF_GuiTexture
10:40:07: Released D3D9 texture: BotF_GuiTexture
10:40:07: D3D9 Device 0x[0x49b1580] entered lost state
10:40:07: !!! Direct3D Device successfully restored.
10:40:07: D3D9 device: 0x[0x49b1580] was reset
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Flocke
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

that device restore is normal when you switch fullscreen, no bug, and doesn't explain stuttering unless your whole log is full with it
as the graphic card seems to be decend atm I'm out of clue
maybe you can describe the stuttering a little better
is it the screen goes black for a short moment or can't you move mouse or when f12 -> f for fps window is activated, does fps go crazy?
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Re: MPR++ v0.2.6c open for alpha testing

Post by Mattly99 »

I just had it crash when I was attempting to load a game. When this bug happens the screen freezes up and if there's any audio playing it repeats a part of it over and over like this: "Loading game...loading game...loading game...loading game" over and over and over again. I have to use clt alt delete to end it. I'm use to be a fair amount of bugs with this game since I've been playing when it was first released, but I never had this stutter lag this bad. The only time I could possibly have it was during ship combat partially the way I described it earlier "Let them run time is on our side...our side...our side...our side." Does that help? As a precaution I did need to do some updates for my video drivers and checked audio drivers, updated chipset, etc. It didn't seem to have any effect.
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

ok then I misunderstood, it just freezes and the sound in buffer keeps looping, thx
would you please try without mpr++ again? there's an uninstaller for mpr++ included
mpr++ should not freeze the game that way, but it might be an audio issue by botf itself :roll:
I think in stbof.ini you can also disable the sound

for explanation, that a freeze means the game is caught in a loop and fails to feed the audio device
when there's no "program not responding" message by windows, then the game even continues to process the windows messages
when it hangs loading a savegame botf is in a loop and stops updating mpr++ until the load is complete, so if it hangs there it's pretty weird if caused by mpr++
but never say never :???:
Last edited by Flocke on Wed Jun 19, 2013 12:27 pm, edited 1 time in total.
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Re: MPR++ v0.2.6c open for alpha testing

Post by Mattly99 »

Update: Yeah it seems to be the sound. Turning it off fixed it. Hope there's a fix for it out there. At first when I turned on mpr input I didn't have the crash for a dozen turns but then it started again so I thought there was a relation to that, but maybe I just got lucky. Ah well thanks for the help.
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Re: MPR++ v0.2.6c open for alpha testing

Post by thunderchero »

Hi Mattly99,

if turning it off fixed it, you could also try an updated dll for sound (Mss32.dll)
Mss32.zip
(148.88 KiB) Downloaded 60 times
just add this file to the folder you are testing (you also need to add to any mod folder if it works)

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Re: MPR++ v0.2.6c open for alpha testing

Post by Mattly99 »

Thanks that helped. From this post here too I switched compatibility mode from windows xp sp3 to windows 98/me and my performance has improved tremendously. Here's the link in case anyone else wanted it. It's 4th post down Peter1981's post viewtopic.php?name=Forums&file=viewtopic&t=1721

Would changing any of the other settings affect the mod in any way such as 256 colors?
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Re: MPR++ v0.2.6c open for alpha testing

Post by ParadePartizan »

Would love to test it as well :D
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

Mattly99 wrote:Would changing any of the other settings affect the mod in any way such as 256 colors?
I have not tried
ParadePartizan wrote:Would love to test it as well :D
Sure and welcome to the forum :)
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Re: MPR++ v0.2.6c open for alpha testing

Post by Argentofox »

just looking at the this up and coming mod and if you need someone else to help test it out I would be more than happy to.

Cheers
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

more testers are always welcome :)
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Re: MPR++ v0.2.6c open for alpha testing

Post by blizzard4337 »

Hey, just found the game disc after god knows how many years and completely forgot this whole modding scene exists, would love to volunteer myself.
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

welcome to afc blizzard, sent you a message :)
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Re: MPR++ v0.2.6c open for alpha testing

Post by adi »

Hi Flocke, initially I was trying MPR++ with the 1024 patch; recently i switched to the 800 patch and for me it is more stable; less or no crashes; (except the F8 thinghy); so i guess some of the reported crushes may come from the 1024 patch.
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Re: MPR++ v0.2.6c open for alpha testing

Post by Flocke »

might be the case. 1024 patch is known to cause some issues, although from experience it runs pretty well with mpr++, at least for me :lol:
thanks
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