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Game Crashing on Startup Windows XP


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MAIN: Parsing command line

MAIN: Version = 1.2.9

MAIN: Prefs filename = C:/\Documents and Settings\Dylan/DropTeamSettings.dat

LOBBY: Init'ing SDL

VIDEO: Desktop is at 32 bits per pixel

VIDEO: Setting display 800x600x32

MAIN: Screen is 4 bytes per pixel

MAIN: ACCUM RED = 16

MAIN: ACCUM ALPHA = 16

MAIN: GL VENDOR: NVIDIA Corporation

MAIN: GL VERSION: 2.0.3

MAIN: GL EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

SOUNDMANAGER: Available devices are:

SoundBlaster Audigy

Generic Hardware

Generic Software

Device SoundBlaster Audigy is version 1.0

Device Generic Hardware is version 1.1

Device Generic Software is version 1.1

SOUNDMANAGER: Using device Generic Hardware

SOUNDMANAGER: Using default capture device SB Live! Audio [A000]

SOUNDMANAGER: pCaptureDevice = 01834358

SOUNDMANAGER: Playing DropTeam.ogg as ..\data/sound\DropTeam.ogg

Just installed the game and I get a windows error message as soon as the game loads then I have to end the process in task manager.

If the log file is anything to go by it would appear it's having a problem with that particular .ogg sound file, so I tried getting the necessary codecs for it, deleting it, creating a blank file with that name, all to no avail so I'm stuck.

I saw a fix further down the page on these forums that it may be due to me having a widescreen monitor also, but I couldn't find the DropTeamSettings.dat file anywhere on my system to modify the settings so I wasn't able to try it unfortunately.

Dual Core Athlon 64 x2 4200

NVidia GF 7600GT with most up to date drivers.

[ July 26, 2007, 05:07 AM: Message edited by: Brownbread ]

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Ok I've definitely narrowed it down to being a soundcard/codec issue, I tried disabling my soundcard and the game worked fine, without sound of course though.

I have a SoundBlaster Live and I installed the latest drivers for that but the card is fairly old and they've stopped updating the drivers for a few years. I also tried downloading a couple of .ogg codecs but nothing also. So yeah, stumped again, I can play without sound but I'd rather get it sorted before I do. I'm pretty sure if I could find a way to bypass it loading that single .ogg file the game would work perfectly.

Any ideas?

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Disabling sound in DropTeamSettings.dat lets me play the game without disabling the soundcard in the DeviceManager which is something. In the options screen ingame it's registering no sound driver at all, is my card even compatible with the game?

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Yes, it's a very old OpenAL driver for your soundcard. This part of your log file shows the problem:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Device SoundBlaster Audigy is version 1.0

Device Generic Hardware is version 1.1

Device Generic Software is version 1.1</pre>

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Alright, I tried that just now except only

OpenAL32.dll

wrap_oal.dll

were present in my System32 Directory.

When I ran Dropteam after moving them it crashed again but this time it just pretty much flashed up for a fraction of a second rather than hanging on the splash screen and giving me a windows error.

I also uninstalled OpenAL because I really have no clue why it was even installed in the first place, and that didn't help. I then installed the most recent version from the OpenAL website and that didn't help either, same hang + windows error.

Log WITHOUT openAL dll's present

MAIN: Parsing command line

MAIN: Version = 1.3.0

MAIN: Prefs filename = C:/\Documents and Settings\Dylan/DropTeamSettings.dat

LOBBY: Init'ing SDL

VIDEO: Desktop is at 32 bits per pixel

VIDEO: Setting display 1280x768x0

MAIN: Screen is 4 bytes per pixel

MAIN: ACCUM RED = 16

MAIN: ACCUM ALPHA = 16

MAIN: GL VENDOR: NVIDIA Corporation

MAIN: GL VERSION: 2.0.3

MAIN: GL EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

SOUNDMANAGER: Available devices are:

SoundBlaster Audigy

Generic Hardware

Generic Software

Log WITH the updated openAL driver (doesn't appear to have changed anything?)

MAIN: Parsing command line

MAIN: Version = 1.3.0

MAIN: Prefs filename = C:/\Documents and Settings\Dylan/DropTeamSettings.dat

LOBBY: Init'ing SDL

VIDEO: Desktop is at 32 bits per pixel

VIDEO: Setting display 1280x768x0

MAIN: Screen is 4 bytes per pixel

MAIN: ACCUM RED = 16

MAIN: ACCUM ALPHA = 16

MAIN: GL VENDOR: NVIDIA Corporation

MAIN: GL VERSION: 2.0.3

MAIN: GL EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

SOUNDMANAGER: Available devices are:

SoundBlaster Audigy

Generic Hardware

Generic Software

Device SoundBlaster Audigy is version 1.0

Device Generic Hardware is version 1.1

Device Generic Software is version 1.1

SOUNDMANAGER: Using device Generic Hardware

SOUNDMANAGER: Using default capture device SB Live! Audio [A000]

SOUNDMANAGER: pCaptureDevice = 01834400

SOUNDMANAGER: Playing DropTeam.ogg as ..\data/sound\DropTeam.ogg

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Alright I got it working, I think it's because I rebooted after uninstalling OpenAL but I'm not sure because at the same time I decided to download the Creative Soundblaster Audigy Drivers. Silly thing is I've had this card for a long time and I'm not 100% sure it actually is a Live so I tried installing the Audigy drivers and as the update finished my computer just rebooted itself, heh. Anyway, booted up, ran the game, sound works perfectly.

I love it when that happens.

Thanks a lot for the help.

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