• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Pre Build 13 Modpack

I meant that when I experienced those CTDs, there never was an error.log. You did report several error.log's, but I wonder if the errors in the log are actually related to the crashes. The only way to discover that is to compare the time of the crash with the last changed time of he error.log. If the times are the same, you know that the error was reported right before the crash. But if the last error was reported ten minutes before the crash, you'll know the error is not related to the crash.
 
Got the same CTD in shipyard.

Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
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: 306
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: 561
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
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 150
LoadLocation(ref loc) Douwesen_port
For character 416 fall Mast name mast3 has index 3
LocLoadShips: need (ships_other): 4, but max_num_ships_other: 4
ItemLogic: On load location Douwesen_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\pistol4
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 150
reload_island_index = -1
reload_location_index = 156
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Douwesen_port
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Douwesen_Tavern
LocLoadShips: Can't find Location.locators.ships in location: Douwesen_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Douwesen_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
SetCharacterTask_GotoPoint -> locator 'stay2' in group 'tables' not found
Template <goto> -> path not found chr.id = Douwesen_officiant
ItemLogic: On load location Douwesen_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
Free Random Officer IDX is 418 and he has id Enc_Officer_4
Template <follow> -> path not found chr.id = Enc_Officer_4
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 156
reload_island_index = -1
reload_location_index = 154
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Douwesen_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Douwesen_shipyard
LocLoadShips: Can't find Location.locators.ships in location: Douwesen_shipyard
ItemLogic: On load location Douwesen_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 366783705 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 30323732? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128169076
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128169076
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128169076
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128169076
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 134697700? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=2, end group=0)
Begin pointer = 134697700? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 134697700? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134699812
Bad rope data for rope: (rope num = 15) (begin group=0, end group=0)
Begin pointer = 134953236? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=0)
Begin pointer = 134953236? end pointer = 0
Bad rope data for rope: (rope num = 16) (begin group=0, end group=0)
Begin pointer = 134980380? end pointer = 0
Bad rope data for rope: (rope num = 17) (begin group=0, end group=0)
Begin pointer = 134980380? end pointer = 0
Ship Boat doesn't have fire places
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw



<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Can you, the next time you experience a crash, compare the time of the CTD with the "last changed" time of the error.log/system.log/compile.log? You can see the time through properties.<!--QuoteEnd--></div><!--QuoteEEnd-->

Properties off what POTC, Progam, the log? Sorry to be such a doofus, but I am confused.

Do you want me to send you the save?

And in the store.

--------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
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: 306
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: 561
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

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 365667651 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Unloading
System exit and cleanup:
Mem state: User memory: 3028 MSSystem: 2032 Blocks: 127



And going to the map.

---------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
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: 306
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: 561
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
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 150
LoadLocation(ref loc) Douwesen_port
For character 416 fall Mast name mast3 has index 3
LocLoadShips: need (ships_other): 4, but max_num_ships_other: 4
ItemLogic: On load location Douwesen_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\pistol4
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = reload2_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 150
reload_island_index = 5
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Douwesen_port
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -475.677,z = 6.15854
sealogin loading island Douwesen
added pchar to sea
For character 416 fall Mast name mast3 has index 3
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen1, index 951, set ship location not found!
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen2, index 952, set ship location not found!
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen5, index 955, set ship location not found!
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen6, index 956, set ship location not found!
Did CRs
Error: Sea_LoginGroup sGroupID = CrDouwesen1, but group doesn't contain any quest ships!
Error: Sea_LoginGroup sGroupID = CrDouwesen5, but group doesn't contain any quest ships!
Did any groups
added ships
Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 352132191 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 128112988? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 134696380? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=2, end group=0)
Begin pointer = 134696380? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 134696380? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134931804
Bad rope data for rope: (rope num = 15) (begin group=0, end group=0)
Begin pointer = 134951500? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=0)
Begin pointer = 134951500? end pointer = 0
Bad rope data for rope: (rope num = 16) (begin group=0, end group=0)
Begin pointer = 134978580? end pointer = 0
Bad rope data for rope: (rope num = 17) (begin group=0, end group=0)
Begin pointer = 134978580? end pointer = 0
Ship Boat doesn't have fire places
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Fader::Init() -> Fader already created, fade out phase
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 134674508? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 129986404? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=2, end group=0)
Begin pointer = 129986404? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 129986404? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 130221828
Bad rope data for rope: (rope num = 15) (begin group=0, end group=0)
Begin pointer = 130240692? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=0)
Begin pointer = 130240692? end pointer = 0
Bad rope data for rope: (rope num = 16) (begin group=0, end group=0)
Begin pointer = 130267028? end pointer = 0
Bad rope data for rope: (rope num = 17) (begin group=0, end group=0)
Begin pointer = 130267028? end pointer = 0
Island Set
Can't create texture with null name
Not Found Texture: (null)
Can't init font SEADOGS
Fader::Init() -> Fader already created, fade out phase
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw
Present
The device is lost and cannot be restored at the current time, so rendering is not possible


And going to the map.



---------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
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: 306
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: 561
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
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 150
LoadLocation(ref loc) Douwesen_port
For character 416 fall Mast name mast3 has index 3
LocLoadShips: need (ships_other): 4, but max_num_ships_other: 4
ItemLogic: On load location Douwesen_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\pistol4
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = reload2_back lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 150
reload_island_index = 5
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Douwesen_port
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -475.677,z = 6.15854
sealogin loading island Douwesen
added pchar to sea
For character 416 fall Mast name mast3 has index 3
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen1, index 951, set ship location not found!
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen2, index 952, set ship location not found!
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen5, index 955, set ship location not found!
Incorrect location id 'SetCharacterShipLocation' for character CrDouwesen6, index 956, set ship location not found!
Did CRs
Error: Sea_LoginGroup sGroupID = CrDouwesen1, but group doesn't contain any quest ships!
Error: Sea_LoginGroup sGroupID = CrDouwesen5, but group doesn't contain any quest ships!
Did any groups
added ships
Set tasks
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
AddSoundScheme: seashore_weather

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 352132191 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 128112988? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 128143268
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 134696380? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=2, end group=0)
Begin pointer = 134696380? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 134696380? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134931804
Bad rope data for rope: (rope num = 15) (begin group=0, end group=0)
Begin pointer = 134951500? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=0)
Begin pointer = 134951500? end pointer = 0
Bad rope data for rope: (rope num = 16) (begin group=0, end group=0)
Begin pointer = 134978580? end pointer = 0
Bad rope data for rope: (rope num = 17) (begin group=0, end group=0)
Begin pointer = 134978580? end pointer = 0
Ship Boat doesn't have fire places
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM
Invalid model: resource\models\Ammo\pistol9.gm
Fader::Init() -> Fader already created, fade out phase
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=-1, end group=0)
Begin pointer = 134674508? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 134980116
Bad rope data for rope: (rope num = 2) (begin group=0, end group=0)
Begin pointer = 129986404? end pointer = 0
Bad rope data for rope: (rope num = 4) (begin group=2, end group=0)
Begin pointer = 129986404? end pointer = 0
Bad rope data for rope: (rope num = 5) (begin group=2, end group=0)
Begin pointer = 129986404? end pointer = 0
Bad rope data for rope: (rope num = <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 130221828
Bad rope data for rope: (rope num = 15) (begin group=0, end group=0)
Begin pointer = 130240692? end pointer = 0
Bad rope data for rope: (rope num = 18) (begin group=0, end group=0)
Begin pointer = 130240692? end pointer = 0
Bad rope data for rope: (rope num = 16) (begin group=0, end group=0)
Begin pointer = 130267028? end pointer = 0
Bad rope data for rope: (rope num = 17) (begin group=0, end group=0)
Begin pointer = 130267028? end pointer = 0
Island Set
Can't create texture with null name
Not Found Texture: (null)
Can't init font SEADOGS
Fader::Init() -> Fader already created, fade out phase
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw
Present
The device is lost and cannot be restored at the current time, so rendering is not possible


So to summaize:

CTD Street Vendor

CTD Shipyard

CTD Store

CTD going to map.

All within 20 mins of the same save.

Error logs posted. (Sorry for the duplicates.

From my point of viewt these are the bad old days of CTD, I think the error logs are even similar or the same.
 
If you right-click the error.log file, you can select <i>properties</i>. There you can see the last changed date and time and compare it to the time of the crash.
You are right. This does sound like the troublesome crashes. I am going to make a thorough comparision between temp update 3 and 4 and see what's wrong.
 
Can you please install attached file on top of the 4th update, then start a new game and see if it is bugged. This resets the 4th version to the 3rd version with a few minor things changed. I can't imagine any of these things to cause the CTDs, but there are virtually no differences between the 3rd and 4th updates. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Looking forward to the results.
Actually: The only thing I found obviously wrong is that one of CCC's fixes read "greenford" instead of "Greenford" (the difference is the capital). I don't know how capital-sensitive PotC is, but for all I know, it never made trouble about such things. I am beginning to wonder whether the change I made to initItems.c could be the cause. I changed some stuff to make excellent items sellable and to make it so that traders only sell good and fine items... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Sorry to say, CTD in store on Cayman. [<b>b]NB Again as before the second time throu[gh. </b>

BTW when you say right click on the error log text to do you mean the text in the box? When I do that I get select all, no proprerites.
 
You should right-click the error.log file in the explorer.

This version is also bugged? Crazy. I'll make another comparision. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Please test attached two attempted updates.

<i>"code_changes.zip"</i> contains all changes to the actual code meant to fix bugs in the previous attempted test version.

<i>"non_code_changes.zip"</i> contains all removals of unnescessary tabs and spaces. This should change nothing whatsoever to the game, because the actual code isn't changed.

Please also test the 3rd temp update to make sure that it really doesn't have the CTDs.

This problem is getting more crazy with each passing day. But there IS a cause and we ARE going to find it!!! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Ahoy thar Pieter, how are we fairin this morning. Just got home, and found your posts.....do you want me to install those 2 new fixes, on top of that attempted fix first....or is that one redundant now because of the CTD that Jason found?

In otherwords...install attempted fix first, then install 2 new ones, or just jump to the 2 new ones???
 
Well that seems to have fixed it. About 2 hours and no CTDs. Nice work!

I extracted them both, the game played much smoother. No slow loads, etc.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Well, started new game again, started in Oxbay, and got those break downs in music files again....they start to screech and go on, til I either reload or they cut out all sound except voices on their own!! But like Jason posted, no CTD's or slowness yet......

That is one of the errors or bugs I was gonna report later, but might as wel now....some voices specially with governors seems to duplicate or echo...so you haer two voices at once.....but sometmes they say different things, so you really notice this. So there is a problem with sounds for sure

Still testing
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Sorry Pieter......just got CTD as I left the Shipyard in Oxbay......New start during tutorial, went to fix my ship as per Malcolm's instructions. Fixed my ship and hit "esc" and crash....reloaded game hit a bunch of buttons...could not remember which one, Quit and generated error report...check times and it coinsided with crash

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-----------------------------------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
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: 306
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: 596
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
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 93
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model items\\Adrenaline
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
InitModels: Total number of models: 306
Gauging: Models
Gauging: tailors
Gauging: nosave
Init character names complete.
Init weathers complete. 320 weathers found.
Init encounters complete.
Gauging: RM mod and rumors
Gauging: CRs
Gauging: KR mod
Gauging: FBQ
Gauging: update all towns
Gauging: itrade update
Gauging: KNB Cannons swap
Gauging: Enc Officers

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 939109320 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 122381652 ticks.
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 120332532 ticks.
Unloading
System exit and cleanup:
Mem state: User memory: 3075 MSSystem: 2048 Blocks: 128
Leak: 'Bad memory address' line 0, size 47

<!--QuoteEnd--></div><!--QuoteEEnd-->

This is brand new version with all the updates today! Plus new game!
 
<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Sorry Pieter, they be coming fast and furious now! Especially at the shipyard...can't get outta there

-----------------------------------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
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: 306
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: 596
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
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 93
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model items\\Adrenaline
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
locator_name = reload13 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
locator_name = reload3 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 95
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_shipyard
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_shipyard
ItemLogic: On load location Oxbay_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 190053296 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw

This ere be the compile.log

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: 306
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: 596
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
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 93
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
ItemLogic: Loaded model items\\Adrenaline
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
locator_name = reload13 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land_rain
SETTING MUSIC: music_gorod
locator_name = reload3 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 95
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_shipyard
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_shipyard
ItemLogic: On load location Oxbay_shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop

And the System.log

[/quote]Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 190053296 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw
I realy hope these help Pieter and I am not doing them wrong....your right though these are quite annoying aren't they!! But don't dispair, will kick'em in the Ass yet!!!
 
LJS: I am having no problems for 4 hrs with the last two fixes.

Pieter, I think I may have discovered something that might help us. This is based on the problem of the braces of pistols not showing on the characters. I bought and equipped a fine brace of Large Pistols. The game <b>immediately </b> sloowwed down.

I went to a trader, sold them. and replaced them with a double barrel pistol and the game immediately returned to normal.

I recall that you said that you mentioned that happened when you trying something else but that it would be easy to fix when we got the CTDs taken care off. Maybe we should fix that problem and see if someother thngs improve.
 
A few funky things are showing up in boarding. A couple freezes, a couple ships you couldn't take crew off or caputre and one CTD.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Was out for Easter supper today, came home late, but loaded up to play a bit...10 minutes top into game nother CTD......this one going into store at Oxbay for powder and shot. The time checks out Pieter, for the time of the CTD.....when it crashed, I went and generated report and it was maybe less than 2 minutes from the crash. So al told I've had four CTD's today and have left the tutorial or Oxbay yet. Update 4 + attempted Fix + Code changes + non code changes

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-----------------------------------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------
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: 306
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: 596
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
ResetSoundScheme
Done loading
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 93
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_night
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 92
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_port
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\potionbig
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_night
AddSoundScheme: seashore_weather
SETTING MUSIC: music_bitva
SETTING MUSIC: music_gorod
CHANGE REP FOR PLAYER: 1 x2
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 92
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_port
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
SETTING MUSIC: music_bitva
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_night
AddSoundScheme: land
SETTING MUSIC: music_bitva
locator_name = reload13 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
SetCharacterTask_GotoPoint -> locator 'stay1' in group 'tables' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_gorod
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
locator_name = fakeReload lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 98
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_tavern_upstairs
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_tavern_upstairs
ItemLogic: On load location Oxbay_tavern_upstairs
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: house
SETTING MUSIC: music_gorod
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 98
reload_island_index = -1
reload_location_index = 97
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_tavern_upstairs
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_Tavern
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_Tavern
Delete character <Enc_Officer_0> , error teleportation by location: Oxbay_Tavern on locator: officers::reload2_1
Delete character <Enc_Officer_1> , error teleportation by location: Oxbay_Tavern on locator: officers::reload2_2
Delete character <Enc_Officer_2> , error teleportation by location: Oxbay_Tavern on locator: officers::reload2_3
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Oxbay_Tavern
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc02
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: tavern
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÂÛÁÐÀÍ ÒÈÏ ÝÍÊÀÓÍÒÅÐÀ: ENC_OFFICER
no sex found
ÃÅÍÅÐÀÖÈß ÝÍÊÀÓÍÒÅÐÎÂ: Ïåðñîíàæ 1 ïðèñâîåí ID Enc_Char1
SetCharacterTask_GotoPoint -> locator 'stay1' in group 'tables' not found
Template <goto> -> path not found chr.id = Oxbay_officiant
ItemLogic: On load location Oxbay_Tavern
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: tavern
SETTING MUSIC: music_tavern
Free Random Officer IDX is 417 and he has id Enc_Officer_3
Template <follow> -> path not found chr.id = Enc_Officer_3
locator_name = reload1 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 97
reload_island_index = -1
reload_location_index = 93
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_Tavern
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Oxbay_town
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_town
Delete character <Ed Postle> , error teleportation by location: Oxbay_town on locator: merchant::merchant1
ItemLogic: On load location Oxbay_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammo\\blade4
ItemLogic: Loaded model items\\potion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload15 lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = -1
reload_location_index = 96
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_town
ItemLogic: On unload location
LAi_CharacterLogoff -> invalide character, no field <chr_ai.type>
LAi_CharacterLogoff -> invalide character, no field <chr_ai.type>
LAi_CharacterLogoff -> invalide character, no field <chr_ai.type>
LAi_CharacterLogoff -> invalide character, no field <chr_ai.type>
ReloadEndFade
LoadLocation(ref loc) Oxbay_Store
LocLoadShips: Can't find Location.locators.ships in location: Oxbay_Store
ItemLogic: On load location Oxbay_Store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
ERROR: Techniques: Find duplicate technique name: bladeitem
Techniques: 9 shaders compiled.
Techniques: 181 techniques compiled.
Techniques: compiled by 2144630518 ticks.
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Ship Boat doesn't have fire places
Can't load texture resource\textures\AMMO\GOVNO.TGA.tx
Can't load texture resource\textures\AMMO\PORTUGAL_CHURCHE_TH.TGA.tx
Can't load texture resource\textures\AMMO\IRONAMENT.TGA.tx
Can't load texture resource\textures\AMMO\WALL_1_512.TGA.tx
Can't load texture resource\textures\AMMO\FALAISE_DE_FLEUR_TH_PALACE.TGA.tx
Can't load texture resource\textures\AMMO\WALL_2_512.TGA.tx
Can't load texture resource\textures\AMMO\CITY_RADMOND.TGA.tx
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Can't load texture resource\textures\AMMO\WALK_256.TGA.tx
Can't load texture resource\textures\AMMO\SQUERE_256.TGA.tx
Can't load texture resource\textures\AMMO\WALKR_256.TGA.tx
Can't load texture resource\textures\AMMO\WALKL_256.TGA.tx
Can't load texture resource\textures\AMMO\TROPA256.TGA.tx
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\AMMO\SKALA_JUNGLE.TGA.tx
Can't load texture resource\textures\AMMO\BUMP_LAND.TGA.tx
Can't load texture resource\textures\AMMO\GRASSGREEN1.TGA.tx
Can't load texture resource\textures\AMMO\MAYAK_PESOK02.TGA.tx
Can't load texture resource\textures\AMMO\MAYAK_PESOK01.TGA.tx
Can't load texture resource\textures\LIGHTING\AMMO\SHADOW.TGA.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\CHARACTERS\LIZARD.TGA.tx
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\s_stack.cpp line 47
stack overflaw<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Well Pieter, I am getting CTD's and Error Reports collected here to beat the band, so if you want some I'll send them.....I keep doing different things here to test different "avenues' so to speak....but one thing is for sure...if I try to leave Port here, instant crash. I mean I am getting so good at generating reports here that there is no time lost between CTD and a newly generated report....maybe seconds, if that

Giving up tonight...this game is unplayable
 
Sorry for making things unclear. The previous two temp updates are not to be installed both at once, because they overwrite each other. So it depends on what version you installed last to find out what version you are using. Today I am going to put everything together that is confirmed working and see what remains unclear. I thought of something that might have been the culprit, so I'll try and fix that.
 
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