Startup crash on Vista Business
by Mark Dickson · in Torque 3D Professional · 12/10/2010 (8:36 pm) · 3 replies
We have received a report from a reliable source that their Vista computer is crashing at some stage of the Torque load screen. The client reports hearing our sound effects, then the app crashes. From this, we know it at least finished the call to GameCore::onClientEnterGame.
He sent us a copy of his console.log (below). We sent him a copy of our prefs.cs file from the scripts/client folder, which switched the lighting to "Basic Lighting," and he reported that it did not fix the error.
He is running Vista Business, with a Quadro FX 3700M video card, and Intel Pentium III, ~2.53 Ghz processor. We have built at least 5 or 6 Vista configurations trying to replicate the issue, but to no avail.
Any help would be appreciated.
CONSOLE.LOG:
//-------------------------- 12/8/2010 -- 15:44:16 -----
Processor Init:
Intel Pentium III, ~2.53 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
MP detected [4 cores, 4 logical, 1 physical]
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
SFXXAudioProvider::init() - XAudio2 failed to load!
SFXALProvider - OpenAL not available.
SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD not available.
GFX Init:
Direct 3D (version 9.x) device found
Null device found
DebugDrawer Enabled!
--------- Loading DIRS ---------
Missing file: tools/main.cs!
Error: Unable to find specified directory: tools
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA Quadro FX 3700M (D3D9)
Device created, setting adapter and enumerating modes
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
o Chipset : 'Quadro FX 3700M'
o Card : 'Quadro FX 3700M'
o Version : '8.17.0012.6089'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
- Loading card profiles...
- Loaded card profile core/profile/D3D9.cs
- No card profile core/profile/D3D9.QuadroFX3700M.cs exists
- No card profile core/profile/D3D9.QuadroFX3700M.QuadroFX3700M.cs exists
- No card profile core/profile/D3D9.QuadroFX3700M.QuadroFX3700M.81700126089.cs exists
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
% - Initialized Core
--------- Initializing Directory: scripts ---------
sfxStartup...
SFXSystem::createDevice - created DirectSound device 'Speakers / Headphones (IDT High Definition Audio CODEC)'
SFXDSDevice::setDistanceModel - 'linear' distance attenuation not supported by DirectSound
Provider: DirectSound
Device: Speakers / Headphones (IDT High Definition Audio CODEC)
Hardware: No
Buffers: 16
--------- Initializing JTT POC: Server Scripts ---------
Missing file: scripts/server/heliDriverMap.cs!
Missing file: scripts/server/heliPassengerMap.cs!
--------- Initializing JTT POC: Client Scripts ---------
--------- Initializing Lighting Systems ---------
Using Advanced Lighting
GFXD3D9Shader::_compileShader - Error compiling shader: ERROR_MOD_NOT_FOUND: n/a (8007007e)
GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file 'shaders/common/particlesV.hlsl'.
GFXD3D9Shader::_compileShader - Error compiling shader: ERROR_MOD_NOT_FOUND: n/a (8007007e)
GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file 'shaders/common/particleCompositeV.hlsl'.
--------------
Attempting to set resolution to "1024 768 false 32 75 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 75
--FSAA Level 0
--------------
Warning, overwriting material for: RRGTS_FERN2_002
He sent us a copy of his console.log (below). We sent him a copy of our prefs.cs file from the scripts/client folder, which switched the lighting to "Basic Lighting," and he reported that it did not fix the error.
He is running Vista Business, with a Quadro FX 3700M video card, and Intel Pentium III, ~2.53 Ghz processor. We have built at least 5 or 6 Vista configurations trying to replicate the issue, but to no avail.
Any help would be appreciated.
CONSOLE.LOG:
//-------------------------- 12/8/2010 -- 15:44:16 -----
Processor Init:
Intel Pentium III, ~2.53 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
MP detected [4 cores, 4 logical, 1 physical]
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Done
SFXXAudioProvider::init() - XAudio2 failed to load!
SFXALProvider - OpenAL not available.
SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD not available.
GFX Init:
Direct 3D (version 9.x) device found
Null device found
DebugDrawer Enabled!
--------- Loading DIRS ---------
Missing file: tools/main.cs!
Error: Unable to find specified directory: tools
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA Quadro FX 3700M (D3D9)
Device created, setting adapter and enumerating modes
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
o Chipset : 'Quadro FX 3700M'
o Card : 'Quadro FX 3700M'
o Version : '8.17.0012.6089'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
- Loading card profiles...
- Loaded card profile core/profile/D3D9.cs
- No card profile core/profile/D3D9.QuadroFX3700M.cs exists
- No card profile core/profile/D3D9.QuadroFX3700M.QuadroFX3700M.cs exists
- No card profile core/profile/D3D9.QuadroFX3700M.QuadroFX3700M.81700126089.cs exists
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
% - Initialized Core
--------- Initializing Directory: scripts ---------
sfxStartup...
SFXSystem::createDevice - created DirectSound device 'Speakers / Headphones (IDT High Definition Audio CODEC)'
SFXDSDevice::setDistanceModel - 'linear' distance attenuation not supported by DirectSound
Provider: DirectSound
Device: Speakers / Headphones (IDT High Definition Audio CODEC)
Hardware: No
Buffers: 16
--------- Initializing JTT POC: Server Scripts ---------
Missing file: scripts/server/heliDriverMap.cs!
Missing file: scripts/server/heliPassengerMap.cs!
--------- Initializing JTT POC: Client Scripts ---------
--------- Initializing Lighting Systems ---------
Using Advanced Lighting
GFXD3D9Shader::_compileShader - Error compiling shader: ERROR_MOD_NOT_FOUND: n/a (8007007e)
GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file 'shaders/common/particlesV.hlsl'.
GFXD3D9Shader::_compileShader - Error compiling shader: ERROR_MOD_NOT_FOUND: n/a (8007007e)
GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file 'shaders/common/particleCompositeV.hlsl'.
--------------
Attempting to set resolution to "1024 768 false 32 75 0"
Accepted Mode:
--Resolution : 1024 768
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 75
--FSAA Level 0
--------------
Warning, overwriting material for: RRGTS_FERN2_002
#2
12/11/2010 (1:30 pm)
ERROR_MOD_NOT_FOUND means missing,broken or an improper version of a DirectX dll file.This is the reason why the compilation fail.
#3
We are attempting to work the possibility that the DLL is the wrong version at the moment.
Thanks! Will follow up with results
12/11/2010 (5:12 pm)
Thanks for your responses. @Henry, we play a sound in the onClientEnterGame function that the user claims to hear, and we have indeed taken out the console text. In fact, it doesn't use the mission selection dialog as well. It loads the planned mission, then shows the splash screen, the sound is heard, then there is the crash (if memory serves, the dialog was a "Program has shut down unexpectedly" dialog) before rendering the first frame.We are attempting to work the possibility that the DLL is the wrong version at the moment.
Thanks! Will follow up with results
Torque Owner Henry Todd
Atomic Walrus
That "no compiled code produced" error comes from GFXD3D9Shader::_compileShader in gfx/D3D9/gfxD3D9Shader.cpp and occurs when D3D fails to compile the shader or find a precompiled version. While it suggests the file may be missing, if that were the case the engine would have called an assert before even displaying the splash screen. The error "ERROR_MOD_NOT_FOUND" is being returned by the GFXD3DX.D3DXCompileShader call in that same file.
Also, as I mentioned in the longer version, that's a somewhat unusual HW setup. It wouldn't surprise me if it's intentionally been configured to use old or otherwise abnormal D3D libraries, maybe to support some older software package if this is a system used for GFX/design/engineering work.