jakerod 254 Posted April 12, 2009 I have gotten my island ingame now but I have a problem which you might've guessed is that it crashed. However, it only crashes in certain situations. [RPT at bottom of post] 75% fog= Fine, I can walk around freely do what I want and such. 50% fog= Fine 25% fog= Fine 10% fog= Fine 00% fog= Crash I get no error when it crashes. It just crashes. When I hit show textures on the map editor screen everything appears to be fine. I have checked the RVMAT file paths and I think they are okay. The config looks okay. I did do a search but most of the posts never mention if the problem was resolved and I didn't fine anything that seemed to be in the same situation as me. I don't know if the following has any relevance but I will include it: object actions work okay (ex. I can climb the lighthouse ladder) there is no ground clutter, however I don't know if I put any in because I am using an example config and I haven't figured out if that includes clutter or not. I just binarized it to see if that would help and it didn't. It made it worse actually and now I can't see objects on the map on topographic information and textures. RPT File ===================================================================== == C:\Program Files\Atari\ArmA\arma.exe ===================================================================== Exe version: Wed May 21 15:48:02 2008 build 1.14.5256 Item STR_03s01 listed twice Item STR_LIB_HILUX listed twice Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesBasic/DefaultDie/ Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesMaleSdr/States/Crew/ Updating base class ->MGunCore, by ca\weapons\config.bin/cfgWeapons/MGun/ Updating base class DefaultWorld->CAWorld, by ca\desert\config.bin/CfgWorlds/Intro/ ca\buildings\bouda_garaz.p3d: house, config class missing Out of Memory Virtual memory total 2047 MB (2147352576 B) Virtual memory free 1141 MB (1196744704 B) Physical memory free 804 MB (843939840 B) Page file free 1023 MB (1073741823 B) Process working set 567 MB (594550784 B) Process page file used 588 MB (617021440 B) Runtime reserved 416 MB (436207616 B) Runtime committed 369 MB (387403776 B) ErrorMessage: Out of memory (requested 11 KB). Reserved 294912 KB. Total free 9 KB Free blocks 3, Max free size 4 KB Out of Memory Virtual memory total 2047 MB (2147352576 B) Virtual memory free 1141 MB (1196744704 B) Physical memory free 799 MB (838664192 B) Page file free 1023 MB (1073741823 B) Process working set 567 MB (595496960 B) Process page file used 588 MB (617021440 B) Runtime reserved 416 MB (436207616 B) Runtime committed 369 MB (387403776 B) Out of Memory Virtual memory total 2047 MB (2147352576 B) Virtual memory free 1141 MB (1196744704 B) Physical memory free 799 MB (838664192 B) Page file free 1023 MB (1073741823 B) Process working set 567 MB (595496960 B) Process page file used 588 MB (617021440 B) Runtime reserved 416 MB (436207616 B) Runtime committed 369 MB (387403776 B) ======================================================= Date: 04/11/09 Time: 18:55:09 ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 0082B6B1 graphics: D3D9, Device: Radeon X1300/X1550 Series , Driver:atiumdag.dll 7.14.10.555 resolution: 1024x768x32 Addons: Datsun_armed_DBE1 in CA\DBE1\datsun_armed\ CTI_buildingsBmp2_hq in ca\cti_buildings\bmp2_hq\ CTI_buildingsM113_hq in ca\cti_buildings\m113_hq\, DBE1 in CA\DBE1\ CA_Hotfix in ca\hotfix\, SaraLite in ca\saralite\, Desert in ca\desert\ CAIntroAnims in ca\introanims\ WarfareBuildings_TOW_Tripod in ca\cti_buildings\tow_stat\, CASounds in ca\sounds\ WarfareBuildings_T72_RACS in ca\cti_buildings\t72_racs\, DBE1_UI in CA\DBE1\ui\ Desert2_Buildings in ca\Desert2\build\, CAMiscUS in ca\miscUS\ CA_Missions_Armory1 in ca\missions\armory1.intro\ CAweapons3_m107 in CA\weapons3\m107\ CAweapons3_m16a4_acg in CA\weapons3\m16a4_acg\, CAWheeled in ca\wheeled\ Desert2_Objects in ca\Desert2\objects\, CA_Missions in ca\missions\ CARoads in ca\roads\, CAWheeled3_TT650 in CA\wheeled3\tt650\, CAAir in ca\air\ CA_Anims in ca\anims\, MK19_Tripod in ca\cti_buildings\mk19_stat\ CAUSMCD in ca\usmcd\, CAAnimals in CA\animals\ CA_desert2_Characters in ca\Desert2\characters\, CAUI in ca\ui\ CAWeapons in ca\weapons\, CAweapons3_m16a4 in CA\weapons3\m16a4\ CAWeapons3_ammocrates in CA\weapons3\ammocrates\, CAAir3_Su34 in CA\air3\su34\ CACharacters in ca\characters\, CA_CutSceneAnims in ca\cutSceneAnims\ DC3_DBE1 in CA\DBE1\dc3\, DBE1_Hotfix in ca\hotfix\dbe1\, CASigns in CA\signs\ CAFonts in ca\UIFonts\, CAweapons3_m16a4_gl in CA\weapons3\m16a4_gl\ CAWeapons3 in CA\weapons3\, CAWheeled3_M1030 in CA\wheeled3\m1030\ CAAir3 in CA\air3\, DSHkM_Mini in ca\cti_buildings\dshkm_stat\, CAMisc in ca\misc\ CAPlants in CA\plants\, CAVoice in ca\voice\, CAData in ca\ WarfareBuildings_Stinger_Twice_static in ca\cti_buildings\stinger_stat\ CALanguage in ca\language\, MyMap in mymap\, CAWater in CA\water\ CAweapons3_aks74pso in CA\weapons3\aks74pso\ CA_Anims_Char in ca\anims\characters\, WarfareBuildings in ca\cti_buildings\ M2HD_Mini in ca\cti_buildings\m2_stat2\, CATracked in ca\tracked\ Warfare in warfare\, CAweapons3_ksvk in CA\weapons3\ksvk\, CAA10 in ca\a10\ Porto in ca\Desert2\, CA_AnimsHotfix in ca\animationHotfix\ 6G30_DBE1 in CA\DBE1\6g30\, Sara in ca\sara\, CAWheeled3 in CA\wheeled3\ CABuildings in ca\buildings\, Hilux_armed_DBE1 in CA\DBE1\hilux_armed\ CA_Hotfix_vez_ropa in ca\hotfix\vez_ropa\, manan in manan\, CARocks in Ca\Rocks\ CAweapons3_m16a4_acg_gl in CA\weapons3\m16a4_acg_gl\ Mods: CA Distribution: 1293 Version 1.14.5256 Fault address: 0082B6B1 01:0042A6B1 C:\Program Files\Atari\ArmA\arma.exe file: world: manan Prev. code bytes: 8B CF E8 26 DD FF FF 8B D8 8B F3 6B F6 0C 03 37 Fault code bytes: 8B 46 04 8B 4E 08 40 3B C1 7E 18 83 F9 01 7D 07 Registers: EAX:00001510 EBX:00001510 ECX:03E7CA98 EDX:00001510 ESI:0000FCC0 EDI:00A11EB0 CS:EIP:001B:0082B6B1 SS:ESP:0023:011C0B1C EBP:011C0B30 DS:0023 ES:0023 FS:003B GS:0000 Flags:00210206 ======================================================= note: Minidump has been generated into the file C:\Users\***\AppData\Local\ArmA\arma.mdmp Share this post Link to post Share on other sites
Nicholas Bell 0 Posted April 12, 2009 Most likely a problem in the config.cpp file - incorrect punctuation, missing punctuation, etc. Might look specifically at the lines defining the weather conditions. I had a problem there which involved an additional space in a line. Caused a horrorible HDR whiteout when the mission started. I found the reason only when I copied the section from a good config over the bad part and solved the problem - it's hard to see an extra space (which in theory should have no impact anyway!) Although I am a horrible proofreader, post your config file and maybe we can spot the error. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted April 12, 2009 delete double post Share this post Link to post Share on other sites
jakerod 254 Posted April 12, 2009 Heres the config. I took it from the stickied tutorial. The only changes I made were from mymap to manan and from the vegetationtropical to whatever it is now. #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class manan{ units[] = {}; worlds[] = {manan}; requiredVersion = 0.1; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class manan : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "manan"; icon = ""; worldName = "\manan\manan.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 8:30; startDate = 07/06/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; ilsPosition[] = {2545, 3000}; ilsDirection[] = {0, 0.08, 1}; ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000}; ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725}; drawTaxiway = 0; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting {}; clutterGrid = 1.11; clutterDist = 55; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class GrassLong : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.6; scaleMin = 0.6; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.1; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.9; scaleMax = 1.1; }; class FlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FlowersWhite : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class MushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants\clutter_prasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants\clutter_babka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants\clutter_muchomurka.p3d"; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { class Veg_1 { name = ""; position[] = {2713.62, 2140.92}; type = "VegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_2 { name = ""; position[] = {2446.09, 3038.29}; type = "VegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_3 { name = ""; position[] = {2940.52, 2923.19}; type = "VegetationBroadleaf"; radiusA = 50; radiusB = 50; }; }; }; }; class CfgWorldList { class manan {}; }; Share this post Link to post Share on other sites
Serclaes 0 Posted April 19, 2009 Have you found a solution for that problem? I believe i have the same but haven't had the opportunity to check. I've noticed yellow and red squarish "overlays" over the ground texture at some distance and arma crashes shortly after their appearance. Share this post Link to post Share on other sites
Snake Man 407 Posted April 19, 2009 Just for the heck of it, try this config.cpp: #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class manan { units[] = {}; worlds[] = { "manan" }; requiredVersion = 1.14; }; }; class CfgWorldList { class manan {}; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class Sara; class manan : Sara { description = "manan"; worldName = "\manan\manan.wrp"; }; }; Let me know how it works? Share this post Link to post Share on other sites
jakerod 254 Posted April 19, 2009 Just for the heck of it, try this config. Nope didn't work. It did the same thing. With fog on it didnt crash but when I took it away it did. Share this post Link to post Share on other sites
Auss 208 Posted April 20, 2009 I had this problem when I was making Australia, It seemed that I made the satelitte grid way too small, versus the island size which caused the island to crash on high VD settings. Please post all your V3 settings and maybe that will shed some light. Share this post Link to post Share on other sites
Serclaes 0 Posted April 20, 2009 You mean the satellite map had too few pixels? Share this post Link to post Share on other sites
.kju 3244 Posted April 20, 2009 Set terrail detail to max and test again. Cell size < 10 will crash it despite that most times. Share this post Link to post Share on other sites
Serclaes 0 Posted April 20, 2009 Did the trick. No crashes for me. But still, i don't want everybody to be playing with very high terrain detail xD Share this post Link to post Share on other sites
jakerod 254 Posted April 20, 2009 The terrain detail to high didn't work for me it still crashed. Terrain Grid Size: 1024 x 1024 Terrain Cell Size: 10 Terrain Size: 10240 x 10240 Satellite Grid: 48 Texture Size: (Base) 10 Satellite Segment: 48 Image Size: 10240 x 10240 Segment Size (pixels): 512 Segment Overlap (pixels): 16 Everything else is greyed out/ I can't change it Anymore information you need? Share this post Link to post Share on other sites
Snake Man 407 Posted April 20, 2009 Nope didn't work. It did the same thing. With fog on it didnt crash but when I took it away it did. Okay but the config worked OK, no errors when loading it up? (never mind the crash). If so, don't you find the new config much more nicer? there was a lot of stuff which was not necessary. Share this post Link to post Share on other sites
floosy 0 Posted April 20, 2009 (edited) I had same problems, and after discussion with bravo 6, he said me to change texture size. Try with 40 ;) Edited April 20, 2009 by floosy Share this post Link to post Share on other sites
jakerod 254 Posted April 20, 2009 (edited) I had same problems, and after discussion with bravo 6, he said me to change texture size.Try with 40 ;) Thank you that worked. That was really starting to bug me. Now I just need to get clutter working. @ Snake Man: The config did work without problems but I have Sahrani town names out in the ocean now. I can deal with that later though. @ Everyone: Thank you all for trying to help and pitching ideas and such. Edited April 20, 2009 by Jakerod Share this post Link to post Share on other sites