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Diziet Sma
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Post by Diziet Sma »

Phoenix4 wrote:
Hi guys, thanks for the replies.

Following your advice I've tried updating the graphics driver, but nVidia tells me I'm already on the latest one.

My system is a Dell XPS M1710 laptop with a Nvidia GeForce 7950 GTX 512MB graphics card. Believe me, not the easiest card to get drivers for! :D

The driver is dated 30/01/2009 - version 6.14.11.7948. When I use the update feature at nVidia there isn't anything better available. :x

To Svengali, yes this is indeed an Intel Dual-Core system.

I've seen numerous websites that highlight the problem of updating laptop graphic drivers - I didn't expect them to be so true! :?

Px4
Hi Phoenix4,
I suggest you do the following.. go to the nvidia driver download site, but instead of getting the GeForce Go 7 (Notebooks) drivers, get the straight GeForce 7 drivers. Use option 1 (manual download) instead of option 2 (automatic). As insurance, get the notebook drivers too, in case what I'm about to suggest goes wrong, so that you can re-install your current drivers if necessary.

Before you try to install the non-notebook drivers, read this thread on how to convert the drivers to run on your laptop.

Tutorial - Modding the latest ATI/NVIDIA drivers for laptops

The latest drivers for you laptop are listed as 179.48 Beta, whereas the latest for the series 7 cards is listed as
197.45 WHQL, so if modding the drivers works for you, you'll have much more up-to-date drivers.

Best of luck..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Post by Phoenix4 »

HI Diziet, thanks for the reply.

I'll give that a shot and let you guys know how it went.

In the meantime something odd...

Commies 2.10 was working fine with full shaders - but the moment I added 'griff_shipset_dizzy's_all_in_1.oxp' I was viewing the ship models again - and when 'Collective ZGF' appeared it crashed!

Do these OXP's hate each other? :D

Cheers,
Px4
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Diziet Sma
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Post by Diziet Sma »

Phoenix4 wrote:
HI Diziet, thanks for the reply.

I'll give that a shot and let you guys know how it went.
It should work, your GeForce Go 7950 GTX is listed as supported by the nvidia mod-tool..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Post by Svengali »

But keep an eye on workloads and temperatures. This can cause serious trouble and even physically break components. So if you have no monitoring tools for your CPU/GPU and MEM, better leave it as it is.
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Post by Phoenix4 »

No luck. :(

From the nVidia site I downloaded 197.45 - for the series 7 graphics cards, not notebooks.

The exe was extracted to a folder and I then pointed the driver modifier to that folder.

It informed me that 1 file was modified in less than 2-seconds.

When I try to run the installer I get "The nVidia Setup Program could not locate any drivers that are compatible with your current hardware. Setup will now exit."

If I go to Driver Manager and highlight the graphics card and select Update Driver and go through the whole manual procedure it doesn't show anything related to a GeForce 7950 GTX as shown in the screen shot below. There are slower 7900's and other modes, but no specific GTX.

Any suggestions? :?

EDIT: Good point Svengali. :wink:

Thanks,
Px4

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Diziet Sma
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Post by Diziet Sma »

Hmm.. it might pay to double-check that everything went correctly.. in fact, it sounds as if maybe you tried just running the downloaded installer again, rather than the modified setup.exe.

I've downloaded the drivers and tried modding them myself, (not that I can try them out on my pc), so that I can give you detailed step by step directions.

Try again, following these steps:
Begin by deleting everything in the C:\NVIDIA folder.

Run the downloaded driver installer to extract the drivers. The installation should then abort because it cannot locate a suitable card.

Using your Explorer file browser, browse to C:\NVIDIA\DisplayDriver\197.45\WinXP\English and open NV4_DISP.INF in Notepad++ (if you have it) or Notepad. (you may need to un-hide file extensions by going Tools>Folder Options>View and unchecking "Hide extensions for known file types" then clicking "ok")

Use the Notepad search tool to look for the string 7950. There should be several occurrences of 7950 but NVIDIA GeForce Go 7950 GTX will not be listed. Close Notepad.

Run the nvidia mod-tool, browsing to C:\NVIDIA\DisplayDriver\197.45\WinXP\English. Leave "Use Mobility Tweaks" checked. Uncheck "Use Quadro Tweaks". Click the "Modify" button.

When the tool reports it has finished, close the tool.

Open NV4_DISP.INF again and search for 7950. This time there should be an entry for NVIDIA GeForce Go 7950 GTX.

If all is well, while still within the C:\NVIDIA\DisplayDriver\197.45\WinXP\English folder, launch the setup.exe that's located in that folder.

Hopefully, the driver should now install..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Post by Eric Walch »

Phoenix4 wrote:
Commies 2.10 was working fine with full shaders - but the moment I added 'griff_shipset_dizzy's_all_in_1.oxp' I was viewing the ship models again - and when 'Collective ZGF' appeared it crashed!

Do these OXP's hate each other? :D

Cheers,
Px4
Could you instal this oxp. (Only 12 kb large) It overwrites part of the original station mesh. (Without the dock and flashers). I just loaded the mesh in wingz, exported it again and converted it back to a dat file. (Just hoping whatever was wrong is removed in the wingz export)
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Post by Phoenix4 »

Hi Eric,

I followed your advice and installed the Commies-Test OXP alongside Commies 2.10 and 'griff_shipset_dizzy's_all_in_1.oxp'.

This time I was able to see the Collective ZGF as well as all the Griff ships in Full shader detail. :D The only thing I noticed was a slight flickering on the factory 'roof' texture.

Looks like it worked. 8)

Is there a way of 'merging' the 2 Commie mods?

@ Diziet, I'll follow your step-by-step again and see what I get.

Thanks,
Px4


EDIT: If it's helpful, here's the contents of the Latest.log file after using the 3 OXP's above:


[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2010-05-07 18:50:51 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce Go 7950 GTX/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (125):
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_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters 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_framebuffer_multisample_coverage 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
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, ../AddOns/Commies.oxp, "../AddOns/D-Commies-test.oxp", "../AddOns/griff_shipset_dizzy's_all_in_1.oxp")
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts: "communist_population" 2.09, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.load.world.listAll]: Loaded 6 world scripts: "communist_population" 2.09, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-05-07 18:54:55 +0100.
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Post by Eric Walch »

Phoenix4 wrote:
Hi Eric,

I followed your advice and installed the Commies-Test OXP alongside Commies 2.10 and 'griff_shipset_dizzy's_all_in_1.oxp'.

This time I was able to see the Collective ZGF as well as all the Griff ships in Full shader detail. :D The only thing I noticed was a slight flickering on the factory 'roof' texture.

Looks like it worked. 8)

Is there a way of 'merging' the 2 Commie mods?
Put the .dat file from the Models folder into the models folder of commies. If crashes really stop I'll update commies so it won't crash with others of your card type.

The flickering of the roof texture is okay I think. It flickered also then I looked in Wingz. It could be a deliberate effect as that part of the texture also contains an alpha channel with roofing lines.

Edit: that roof with solar cells asked for a strong reflection map:

Image
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Post by Phoenix4 »

Hi Eric,

OK, this makes no sense...

It was working OK when using Commies OXP, Commies-Test and Griffs Ships.

When I moved the .DAT file from the Commies-Test OXP to Commies it didn't work. I get the same CTD with just those 2 OXP's running.

So, I removed all OXP's and put it back to the earlier 'working' version, namely:

Commies.OXP (v2.10)
Commies-Test
Griff Ships

Now it CTD's again!

Each time I made these changes I reloaded with the Shift key, and the changes have been represented in the Latest.log file.

I really don't know what is going on. :?

It works one minute, and not the next.

By the way, this is the error I see as soon as the Collective ZGF appears on-screen:

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Cheers,
Px4
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Post by Svengali »

Please check the mode of Nvidias thread optimization, Powermizer and Vsync and report it. You can get the current status in Nvidias control panel (in most cases via right click on desktop -> NVIDIA Control Panel).
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Post by Eric Walch »

Phoenix4 wrote:
Hi Eric,

OK, this makes no sense...

It was working OK when using Commies OXP, Commies-Test and Griffs Ships.

When I moved the .DAT file from the Commies-Test OXP to Commies it didn't work. I get the same CTD with just those 2 OXP's running.

So, I removed all OXP's and put it back to the earlier 'working' version, namely:

Commies.OXP (v2.10)
Commies-Test
Griff Ships

Now it CTD's again!
I am still clue-less. But something in the station is unique for the station and affects graphic cards.

Maybe smoothing has an influence. Look for the comfactory entry in shipdata.plist. Try to change

Code: Select all

		<key>smooth</key>
		<true/>
into

Code: Select all

		<key>smooth</key>
		<false/>
And when that not helps, try removing the alpha channel of the roofing texture. To be honest, I have no clue what an alpha channel did in an oxp for Oolite 1.65.

The smoothing itself has wrong effects on the station. Only the chimney and the tank should be smoothened. Now also the faces that should be flat become a slight curvature. Specially the top of the chimney looks bad in the current release. I added smoothing groups to make that only the round objects are smoothened. (See my previous picture) You can download a testfile here (Same link as before). The alpha channel is removed and the model has smoothing groups. I reinstalled the subentities as removing them had no positive effect.
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Post by Phoenix4 »

Hi Eric, no joy I'm afraid. :(

I changed the smoothing from True to False and that had no effect - it still CTD.

I then tried Commies 2.10 alongside the new testfile. All works with no shaders, but a CTD when shaders are applied.

I'm at a loss to understand it. Thing is, before recently installing the latest version of Oolite for PC I originally had 1.65 and your OXP worked fine with that. All very odd... :?

@ Svengali, I've taken screenshots (below) of the nVidia Control Panel screens. I set the Base Profile to Default - but there is no effect with Oolite and the shaders problem. On screen 4 you will see the 'Use Advanced Settings' selection - that screen links to list in the first 2 images.

Cheers,

Px4

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Post by Svengali »

Please switch the threading off (for testing) and try to reproduce the CTDs. You'll probably get a bit stuttering then when playing Oolite (based on your other components), but it could be a conflict with Oolites threading (and maybe the Core2Duo's architecture), caused by DX9's wrapping.

If this doesn't help - which version of DirectX are you running? The last version for DX9 is from Feb 2010...

Edit: The stuttering does only happen in trunk then. So v1.73.4 shouldn't be affected at all.
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Post by Phoenix4 »

Guys, the results are in! :D

When I turn off Threading Optimisation I can view all the Commies ships and Griffs Ships without any problem.

To double check I left only the Commies.OXP (v2.10) and the latest test file D-Commies-test2.oxp in the Addons folder.

When Threading Optimisation was turned on and shaders were set to full I got a CTD. I then switched threading off and the Collective ZGF was visible without any problems. I repeated the test several times and each time optimisation was turned on I got another CTD! :shock:

Every time I launched Oolite I used the Shift key to clear the cache.

As for DirectX I'm currently running 9.0c (4.09.9999.0904).

So I'm guessing the overall problem is the threading issue? Can this be resolved or should I now play Oolite with Optimisation switched off each time, although I assume that will have performance issues?

Cheers all! 8)

Px4
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