ruff 102 Posted October 15, 2003 currently the beta 1.94 has got my sp games freezing every 15min will send files Share this post Link to post Share on other sites
=Matt= 0 Posted October 17, 2003 hi, since i got 1.94 i had that error 2 times: "CreateIndexBuffer failed 8876017c - out of memory?" when running ofp with addons. im running on a amd1800+ with 1gb ddr, and 800mb reserved for paging file(created just for ofp use, just to be sure) so i should not have memory probz. I tryed with -nomap option: when game starts i see the strings "wait a moment" that i didnt see anymore without the -nomap option, but i was ultralaggy at Assignement interface... (like u put your name in slot and it stays there...and u see in allseeingeye that game is aready launched... since 2 min) i'll try more with that option, and see if that lag was only coincidence Share this post Link to post Share on other sites
sicilian 0 Posted October 17, 2003 "CreateIndexBuffer failed 8876017c - out of memory?" Was it a bluescreen or an little window with it as error message? Share this post Link to post Share on other sites
=Matt= 0 Posted October 17, 2003 ctd and then windows error dialog, no blue screen hopefully Share this post Link to post Share on other sites
sicilian 0 Posted October 17, 2003 It sounds like an driver problem of your grafics card for me. I would say testing it again with new drivers... Share this post Link to post Share on other sites
=Matt= 0 Posted October 17, 2003 k,im gonna update detonators and test, but with 1.91/1.92 i never had this problem... Share this post Link to post Share on other sites
Torak 0 Posted October 21, 2003 I tried installing the 1.94 patch; I ran the installer in my OFP directory and then ran the BETA file that appeared, but ever since then I've been getting "Missing Addon" errors; it can't find BAS in the BAS missions, it can't find Resistance... I've tried deleting the BETA file, I've tried restoring my backup Resistance EXE file, I've even tried using the cracked EXE I use when away from home, but I keep getting the same error. It seems like the BETA installer has somehow mucked something up within the game itself. ANy ideas what could be causing it? ( - Oooh, a Jake smiley... I love this board....) Share this post Link to post Share on other sites
FallenPaladin 0 Posted October 21, 2003 I`ve just installed my brandnew GOTY. After the normal installation I installed the 1.91 patch for GOTY. Now after the installation of 1.94beta there are shadows "hanging in the air". They aren`t correctly displayed on the ground. I have no screenshot at hand so imagine the shadow as line straight through your screen (in midair) if you`re lying on the side of a hill and there`s a tree above you. Also there`s no version change on the game`s main screen from 1.91 to 1.94b or so. My current system specs: Athlon XP 2400+ (non oc) Epox 8k5a3+ 512 MB DDR RAM 333 His Enmic Ati Radeon 9700 Pro (1024x768x32, 6xAA, 8xAF) with the latest Ati Catalyst 3.8 drivers Soundblaster Audigy 2, latest drivers Windows XP with all the current updates DirectX 9.0b Another thing that`s bothering me is the aiming of AI (especially tanks) if you play with 2000m visibility and veteran mode with super AI enabled. You`re already getting desintegrated in the third mission of CWC by tanks just in sight. It`s impossible to lay an ambush, because AI sees you too easily. Share this post Link to post Share on other sites
benu 1 Posted October 21, 2003 I`ve just installed my brandnew GOTY. After the normal installation I installed the 1.91 patch for GOTY. Now after the installation of 1.94beta there are shadows "hanging in the air". They aren`t correctly displayed on the ground. I have no screenshot at hand so imagine the shadow as line straight through your screen (in midair) if you`re lying on the side of a hill and there`s a tree above you. Also there`s no version change on the game`s main screen from 1.91 to 1.94b or so. There is a version change in the main screen, but you have to start the new versions (1.92-1.94) with different executables. So most probably you have those executables in your ofp folder but still start only the 1.91 exe. And this would mean that your error descriptions apply to 1.91 and not 1.94 I tried installing the 1.94 patch; I ran the installer in my OFP directory and then ran the BETA file that appeared, but ever since then I've been getting "Missing Addon" errors; it can't find BAS in the BAS missions, it can't find Resistance... I've tried deleting the BETA file, I've tried restoring my backup Resistance EXE file, I've even tried using the cracked EXE I use when away from home, but I keep getting the same error. It seems like the BETA installer has somehow mucked something up within the game itself. ANy ideas what could be causing it? On my installation the beta installer did not change a single file, it only added the new executable. But addon handling changed. Especially when you have the addons installed in a modfolder. If the addon declares it's dependencies correctly it works great with 1.94. But if it doesn't... And as you mentioned BAS: some of their addons have that problem, at least the bas_opcpp, the bas_kiowapack and the bas_repair. Try putting those (or better all your addons, as there are many more which cause this problem) into your addons folder and see if the problems go away. Share this post Link to post Share on other sites
FallenPaladin 0 Posted October 21, 2003 Oooops, stupid Fallen is! Thanks master! Share this post Link to post Share on other sites
bonko the sane 2 Posted October 21, 2003 Im not sure this is the right thread but its related to 1.94 with -nomap this is what i get when i use LSR units with -nomap parameter...really weird and i got no clue whats causing it, too many addons? GFX freaking out? conflict between addons? When i dont use -nomap its OK... Can anyone reproduce this glitch? Or know whats causing it? EDIT: I tried it with -nomap but much less addons and it was fine...damnit,ill never understand the OFP engine EDIT 2 : for future reference: it seems this problem is caused NOT by 1.94b nor -nomap...its the animated dog addon that somehow interacts with LSR units Share this post Link to post Share on other sites
Torak 0 Posted October 21, 2003 I tried installing the 1.94 patch; I ran the installer in my OFP directory and then ran the BETA file that appeared, but ever since then I've been getting "Missing Addon" errors; it can't find BAS in the BAS missions, it can't find Resistance... I've tried deleting the BETA file, I've tried restoring my backup Resistance EXE file, I've even tried using the cracked EXE I use when away from home, but I keep getting the same error. It seems like the BETA installer has somehow mucked something up within the game itself. ANy ideas what could be causing it? On my installation the beta installer did not change a single file, it only added the new executable. But addon handling changed. Especially when you have the addons installed in a modfolder. If the addon declares it's dependencies correctly it works great with 1.94. But if it doesn't... And as you mentioned BAS: some of their addons have that problem, at least the bas_opcpp, the bas_kiowapack and the bas_repair. Try putting those (or better all your addons, as there are many more which cause this problem) into your addons folder and see if the problems go away. So the addon handling is actually retroactive? That would explain why returning to the old exe doesn't help... I'll try using the -nomap fix, see if that helps. Share this post Link to post Share on other sites
Mr. Snrub 0 Posted October 22, 2003 I tried using -nomap in my command line a couple of days ago, and so far it works like an absolute charm! Before I was getting that 'CreateIndexBuffer' within 5-10 minutes of loading up v1.94, without fail. But now, no problems whatsover - I haven't noticed any side-effects from the -nomap command. If anything I've noticed an increase in performance (although that might have something to do with me increasing my AGP aperture size). A big thanks to Robert Stipek & the rest of the BIS team for their prompt reply! More than two years later, and still providing us with absolutely top-knotch tech support ... amazing Share this post Link to post Share on other sites
Torak 0 Posted October 23, 2003 Will -nomap work on other exes as well? I usually play OFP through the FDF Mod front end, partly because its editor layout is much better... Share this post Link to post Share on other sites
Pennywise 0 Posted October 27, 2003 I tried searching, but could not find the thread to this but Im gonna post here.  Im still seeing problems using the 'DROP' command.  I have a script I run to follow an object in the air and create smoke behind it.  The script runs fine most of the time. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _obj  = _this Select 0 _Pilot = _this Select 1 ?(agvRADdebugAddon):_Pilot globalChat "Chase Object..." ;========================================================= ;Local Variables ;========================================================= _ArrayShape = ["cl_basic" ,"cl_fire","cl_water","halfLight"] _dropTypes  = ["Billboard", "SpaceObject"] _white  = [[1,1,1,.9],[1,1,1,.7],[1,1,1,.5],[1,1,1,.6]] _gray  = [[0.4,0.4,0.4,0.7],[0.6,0.6,0.6,1],[0.4,0.4,0.4,0.7], [0.65, 0.6, 0.5, 0]] _yellow = [[1,1,0,.9],[1,1,0,.8],[1,1,0,.6],[1,1,0,.2]] _red   = [[0.5,0.5,0,0.8], [0.9,0,0,1], [0.5,0.5,0,0.8],[0, 0, 0, 1]] _black  = [[0.4,0.4,0.4,0],[0.6,0.6,0.6,0],[0.1,0.1,0.65,1], [0.65, 0.6, 0.5, 0]] _gwmix  = _gray + _white _ShapeName         = _ArrayShape Select 0 _AnimationName       = "" _Type           = _dropTypes  Select 0 _TimerPeriod        = 3 _LifeTime         = 15 _Position         = getPos _obj _MoveVelocity       = [0,0,0] _RotationVelocity     = 5 _Weight          = .465 _Volume          = 0.357 _Rubbing          = 0.157 ;_Size           = [sizeStart,sizeEnd] _Size           = [1,24] _Color           = _white _AnimationPhase      = [0] _RandomDirectionPeriod   = 0.7 _RandomDirectionIntensity = 0.9 _OnTimer          = "" _BeforeDestroy       = "" _Object          = "" #Chase _Position = getPos _obj ?(alive _obj):drop [_ShapeName, _AnimationName, _Type, _TimerPeriod, _LifeTime, _Position, _MoveVelocity, _RotationVelocity, _Weight, _Volume, _Rubbing, _Size, _Color, _AnimationPhase, _RandomDirectionPeriod, _RandomDirectionIntensity, _OnTimer, _BeforeDestroy, _Object] ~.01 ?(alive _obj):goto "Chase" However, If I follow several grenades being created in the air  to fall, It will crash the game when they start hitting the ground.  This is a very random thing too.  Sometimes the game crashes and other times I have no problems.  I know there was a thread around somewhere in the pass that addressed this but I could not find it.  As for 1.94 HotFix, the drop command is definitely still crashing the game engine.  Quote[/b] ]======================================================= Date: 10/26/03  Time: 19:18:26 ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 0049755F Version 1.94 Fault address:  0049755F 01:0009655F D:\GAMES\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE file:   sutest world:   Intro Prev. code bytes: 8C 08 00 00 83 38 02 75 06 C7 00 03 00 00 00 C3 Fault code bytes: 8A 81 25 01 00 00 84 C0 7C 08 0F BE C0 8B 44 81 Registers: EAX:00000000 EBX:12931530 ECX:00000000 EDX:00000000 ESI:00000000 EDI:119577F8 CS:EIP:001B:0049755F SS:ESP:0023:0012F520  EBP:0012F570 DS:0023  ES:0023  FS:0038  GS:0000 Flags:00010246 ======================================================= I tested this on desert island.  I created a bunch of grenades in the air, gave them random velocities, and had this script follow them around.  Sometimes the server crashes when they hit the ground.  Otherwise, if I create grenades without having the script follow them, the game never crashes.  Anybody else experiencing problems such as this? Share this post Link to post Share on other sites
suma 8 Posted October 27, 2003 If you send the crash files to us, they will be analysed and the issue might be fixed. I suppose you already know that the most efficient help for crashing is here and there. We are not able to perform any analysis on crash reports sent to the forums. Share this post Link to post Share on other sites
Pennywise 0 Posted October 27, 2003 I think I got it narrowed down to the actual cause of the crash. Â It seems to be that if you call 'setdammage' repeatively on a 'nonstrategic' classed object, it crashes the game. Â I will send the information you requested. Â I also have a script that will demonstrate this almost everytime. Â There are other scripts out there that apparently demonstrate this as well. Â Basically, all these burning/exploding scripts use a 'getneareastobject[Pos,""]' call so that if somebody goes near or in the fire they get killed. Â When used like this, 'getnearestobject' can return nonstrategic classed objects, like a caution sign. Â Then, these scripts usually perform a 'setdammage' on them. Â Then, the next thing you see is your desktop as the game is no longer resident in memory. Â Crashed! Â Wierd.. Â Although I have not pin point this exactly, as 'getnearestobject' can return anything when no class is specified. Â However, If I place a stategic object (object that can be destroyed) in my script, the game is fine. Â It's got to have something to do with the objects that cannot be destroyed in OFP. Â Who knows, it may be that smoke/fire has to be in the background when you call 'setdammage' on a nonstrategic addon. Â Anyways, If your interested, I can send you the script that crashes it as well. Share this post Link to post Share on other sites
suma 8 Posted October 27, 2003 Quote[/b] ]Anyways, If your interested, I can send you the script that crashes it as well. If you are able to create a simple mision that can be run and crashes (if possible without any user intervention required), it can make fixing the crash much easier. Share this post Link to post Share on other sites
toadlife 3 Posted October 28, 2003 I don't know if it would be a good exmaple mission for BIS to use, but you might try running OFPMark. A few people who ran it allways experienced crashes during the more strenous tests. If your computer crashes regularly when running it, BIS mgiht be able to use it along with your crash dump files. Running it using the settings (maximum graphics settings) described in the readme should enhance your chances of getting a reliable crash. Share this post Link to post Share on other sites
Pennywise 0 Posted November 2, 2003 @Suma: Sorry it took so long, but I have sent the example into support@bisstudio.com. Please take a look at it. I have included flashpoint.rpt, the sample mission, and scripts. I have worked the script to the smallest piece of code possible for your convinience. Share this post Link to post Share on other sites
Placebo 29 Posted November 2, 2003 Don't know if that was a typo in your post but the correct address is support@bistudio.com might want to check where you sent it Share this post Link to post Share on other sites
Pennywise 0 Posted November 2, 2003 doh! Incorrect in the post, but I managed to email it correctly. Thanks though Share this post Link to post Share on other sites