<!--quoteo(post=275013:date=Aug 24 2008, 09:05 AM:name=greatthenate)--><div class='quotetop'>QUOTE (greatthenate @ Aug 24 2008, 09:05 AM) <a href="index.php?act=findpost&pid=275013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To the first, yes it has the same problem on the stock version prior to loading the build...
As to the second, I really have no experience in doing the proper coding and graphics design to make and ocean, even as simple as a 2 polygon ocean...
Seems like that would have to work though, particularly if you save it in place of the existing sea.dll when its in the program file... overwriting...?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm having the exact same problem. My laptop runs AoP (both stock and Supermod) perfectly fine, I just have t drop the settings down a bit to get a decent frame rate. Again, didn't generate an error log, but a compile log. Running XP with all updates. Here are my system stats as well as the log that was created:
Gauging: StartGauging
Gauging: starting init
Gauging: nations
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: ships
Gauging: islands
Init weathers complete. 320 weathers found.
Gauging: weather
Gauging: perks
InitModels: Total number of models: 315
Gauging: models
Gauging: goods
Gauging: ifaces
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
ResetSoundScheme
Init character names complete.
Gauging: start new game
Gauging: start NPC init
Gauging: done NPC init
Gauging: done second pass through char array
Gauging: ng iface
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: wdmap
Gauging: islands
Number of locations: 595
Gauging: locations
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Gauging: items
Gauging: char
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
Gauging: load options
Gauging: infoshow
Gauging: ng initgame stop
Gauging: start reinit
InitModels: Total number of models: 315
Gauging: Models
Gauging: nosave
Gauging: RM mod and rumors
Gauging: shipberthing
Gauging: CRs
Gauging: KR mod
Gauging: FBQ
Gauging: towns
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
Gauging: load mch in first
running qcase beg
!!! Reload to 454
LoadLocation(ref loc) Tutorial_Deck
And here's from the system log:
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by -1997053425 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Intel Centrino Duo@ 1.83 Ghz
Intel Mobile 945 Express Chipset (video card) w/ 224MB graphic memory
Hopefully it's not the hardware- normal version of PotC runs perfectly, but I'm getting the same CTD on starting a new game with the build mod installed. I'm going to try re-installing the modules folder and see if that helps...