mpr++ 0.2.5a
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Re: mpr++ 0.2.5
It works on my Nvidia system with no crashes/problems at all Read my last post edit as well please.
EDIT: Laptop is a dual core AMD/Nvidia, Desktop is a Triple core AMD/ATI
EDIT: Laptop is a dual core AMD/Nvidia, Desktop is a Triple core AMD/ATI
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Re: mpr++ 0.2.5
the lost device and restore messages are normal on window resize, triple or dual core should not matter, but maybe the graphic chip
would help if you could send in your non-working computer, I need a new one anyway
btw, I have an ATI card in my system
would help if you could send in your non-working computer, I need a new one anyway
btw, I have an ATI card in my system
Last edited by Flocke on Tue Dec 27, 2011 7:30 pm, edited 2 times in total.
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Re: mpr++ 0.2.5
Could be the card you say? It has a 1 yr warranty on it but *shhh dont tell* I took the heatsinks off to apply silver thermal compound, I hope they dont notice this when I send it back
I have been getting random crashes, video drivers becoming unresponsive, however this could also be due to my failing hard drive, or memory as well. Many variables I suppose I think I can live with running combat before playing
Ati 5770 1gb Asus brand
I have been getting random crashes, video drivers becoming unresponsive, however this could also be due to my failing hard drive, or memory as well. Many variables I suppose I think I can live with running combat before playing
Ati 5770 1gb Asus brand
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Re: mpr++ 0.2.5
okay, well in this case it could really be your components. I thought more of drivers or graphic features.
Might send you an mpr++ adjustment to test tomorrow though. It's strange it works when first going to combat. Furthermore the crash appears in trek.exe, not ogre nor mpr++.dll
At least replacement ships should get rid of this issue.
What F8 problems you talked on? lets see your screenshot (sounds like system issues, too now).
Might send you an mpr++ adjustment to test tomorrow though. It's strange it works when first going to combat. Furthermore the crash appears in trek.exe, not ogre nor mpr++.dll
At least replacement ships should get rid of this issue.
What F8 problems you talked on? lets see your screenshot (sounds like system issues, too now).
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Re: mpr++ 0.2.5
Got this while hitting F8 a few times: http://i44.tinypic.com/301zlo3.jpg
Also, it has started crashing (rarely) on the models I thought were 'safe'. I suppose it could be hardware related. I could take out my card and try the onboard, which is also an ATI chip. Would 6gb ram cause problems?
I am also curious about these too:
Also, it has started crashing (rarely) on the models I thought were 'safe'. I suppose it could be hardware related. I could take out my card and try the onboard, which is also an ATI chip. Would 6gb ram cause problems?
I am also curious about these too:
Are there any values attributed to these?RENDERSYSTEM the directx/opengl render system to use
RENDERDEVICE the graphic card & monitor to use
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Re: mpr++ 0.2.5
hm, well F8 generally seems to be a bit problematic.
on my system it works well, but ruthless already reported F8 issues in combat and thunderchero on his system with onboard graphic. Doubt I can fix that.
rendersystem by default is "Direct3D9 Rendering Subsystem". Cause opengl module is deactivated (crashed on my system) it's currently the only value to use, so just leave it to use default.
renderdevice was used to choose the graphic card in ogre dialog, but it's obsolete now and not used, I removed it
on my system it works well, but ruthless already reported F8 issues in combat and thunderchero on his system with onboard graphic. Doubt I can fix that.
rendersystem by default is "Direct3D9 Rendering Subsystem". Cause opengl module is deactivated (crashed on my system) it's currently the only value to use, so just leave it to use default.
renderdevice was used to choose the graphic card in ogre dialog, but it's obsolete now and not used, I removed it
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Re: mpr++ 0.2.5
Vanilla (1024): Crashed on vanilla research screen, Fed Outpost 2nd time clicking it (click Outpost click Starbase click Outpost) (did not test combat)
GALM (800): Crashes on any ship except initial ship on list in research screen. Combat works fine and then research screen works fine for (remainder?) of session.
AFC Mod (800) (Vanilla hobs retextured): Correction, same as Vanilla 1024. Did not test combat.
Also, would it be much work to re-enabel OpenGl? Perhaps maybe my system is more adept to that, just a thought, if its not too much trouble/hard to implement.
GALM (800): Crashes on any ship except initial ship on list in research screen. Combat works fine and then research screen works fine for (remainder?) of session.
AFC Mod (800) (Vanilla hobs retextured): Correction, same as Vanilla 1024. Did not test combat.
Also, would it be much work to re-enabel OpenGl? Perhaps maybe my system is more adept to that, just a thought, if its not too much trouble/hard to implement.
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Re: mpr++ 0.2.5
I wonder if this might be an issue of missing Direct X files? I know in earlier releases I had to install the directx 9 redist package.
http://www.microsoft.com/download/en/de ... px?id=8109
thunderchero
http://www.microsoft.com/download/en/de ... px?id=8109
thunderchero
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Re: mpr++ 0.2.5
Thanks Tc ill take a look at it tomorrow
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Re: mpr++ 0.2.5
I can send you the files, but I doubt it works. I have no problems to run ogre in opengl, but there seems to be a conflict with botf or I have a bug in mpr++ implementation. Wanted to leave it if possible and work on some day later as I can't foresee how much work it is or if possible at all.Tethys wrote:Also, would it be much work to re-enabel OpenGl? Perhaps maybe my system is more adept to that, just a thought, if its not too much trouble/hard to implement.
Installing directx redist is a try, remove D3DX9_42.dll from botf install so the one from redist install gets used.
But I expect no difference.
Something I'd like to try is skip texture load (have to adjust mpr++), to narrow it down.
Is it the high poly / many texture ships that immediately crash? also check F6 batch count in fps info.
Do you encounter crashes in other 3d games, too?
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Re: mpr++ 0.2.5a [update]
updated mpr++ to version 0.2.5a:
- chat/save character repetion bug is fixed now
- new options for repetion in ini, refer manual
- buggy chroma transparency now has to be enabled via ini, if mod is not adjusted to use alpha in palettes:
in mpr++.ini activate RENDERMODE=MPR_CHROMA by removing the # infront
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Re: mpr++ 0.2.5a [update]
Ooooohhhhh...
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Re: Merry Christmas (we have presents)
Well I downloaded, uninstalled previous version and installed latest version of the mod.
Started the game, went to the ships tech screen and tried to click on one of the ships there. Got an error message stating that trek.exe stopped working. Pressed OK and went back to desktop. Don't have any error message in the Crash logs (UDM or UDM large folders).
System is Intel Core i3 CPU 530 @ 2.93GHz 2/93GHz
6 GB RAM
WIN 7 64-Bit OS
Started the game, went to the ships tech screen and tried to click on one of the ships there. Got an error message stating that trek.exe stopped working. Pressed OK and went back to desktop. Don't have any error message in the Crash logs (UDM or UDM large folders).
System is Intel Core i3 CPU 530 @ 2.93GHz 2/93GHz
6 GB RAM
WIN 7 64-Bit OS
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Re: Merry Christmas (we have presents)
This sounds a lot like problem Tethys has/had (not sure if he solved his problem) but some more info might be helpful.Army37 wrote:Well I downloaded, uninstalled previous version and installed latest version of the mod.
Started the game, went to the ships tech screen and tried to click on one of the ships there. Got an error message stating that trek.exe stopped working. Pressed OK and went back to desktop. Don't have any error message in the Crash logs (UDM or UDM large folders).
System is Intel Core i3 CPU 530 @ 2.93GHz 2/93GHz
6 GB RAM
WIN 7 64-Bit OS
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
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Re: Merry Christmas (we have presents)
6 gb of ram, eh? Im using 6gb of ram... anyone check if there is a ram size/type (2048 would be my guess, and my DDR2 laptop runs it fine with nvidia chip) limitation to the game? Also, might there be a video speed/size limiter? (my guess here would be 256 (most reasonable) or 512 of video memory, and probably not RAMDAC compatible)
My guess would also be that it is stored in trek as well as mpr files.
My guess would also be that it is stored in trek as well as mpr files.