[Bug] [v0.9.22, Win7 64] Game engine crash with code 217
Mon, 2017-11-06 21:11
All game modes have the same issue.
I tried v23, also with the same issue.
I don't think I can rebuild to fix it in Windows!
Attaching log file:
Quote:
0: [PhysFS] init: 1
0: [PhysFS] mount C:/Program Files (x86)/Hedgewars 0.9.22/Data at / : ok
0: [PhysFS] mount C:/Users/Naren/Documents/Hedgewars/Data at / : ok
0: [PhysFS] mount C:/Users/Naren/Documents/Hedgewars at / : ok
0: [Con] Hedgewars engine 0.9.22-r11267 (9621fdcad965) with protocol #51
0: Prefix: "C:/Program Files (x86)/Hedgewars 0.9.22/Data"
0: UserPrefix: "C:/Users/Naren/Documents/Hedgewars"
0: 0: C:\Program Files (x86)\Hedgewars 0.9.22\hwengine.exe
0: 1: --internal
0: 2: --port
0: 3: 58113
0: 4: --prefix
0: 5: C:/Program Files (x86)/Hedgewars 0.9.22/Data
0: 6: --user-prefix
0: 7: C:/Users/Naren/Documents/Hedgewars
0: 8: --locale
0: 9: en.txt
0: 10: --frame-interval
0: 11: 8
0: 12: --volume
0: 13: 128
0: 14: --fullscreen-width
0: 15: 1360
0: 16: --fullscreen-height
0: 17: 768
0: 18: --width
0: 19: 1138
0: 20: --height
0: 21: 640
0: 22: --raw-quality
0: 23: 0
0: 24: --stereo
0: 25: 0
0: 26: --altdmg
0: 27: --nick
0: 28: SHVuZ3J5VGFwZXdvcm0=
0: [Con] Init SDL...
0: [Con] ok
0: [Con] Init SDL_ttf...
0: [Con] ok
0: [Cmd] fullscr 0
0: Preparing to change video parameters...
0: [Con] Init SDL_image...
0: [Con] ok
0: [Con] Loading /Graphics/hwengine.png [flags: 8]
0: [Con] ok (32x32)
0: Setting up OpenGL (using driver: windib)
0: OpenGL-- Renderer: Intel(R) HD Graphics 5500
0: |----- Vendor: Intel
0: |----- Version: 4.4.0 - Build 20.19.15.4624
0: |----- Texture Size: 16384
0: |----- Number of auxiliary buffers: 0
0: \----- Extensions:
0: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color
0: GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint
0: GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap
0: GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal
0: GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color
0: GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth
0: GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate
0: GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add
0: GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query
0: GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat
0: GL_ARB_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays
0: GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1
0: GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters
0: GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar
0: GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos
0: GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program
0: GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side
0: GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias
0: GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects
0: GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader
0: GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow
0: GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle
0: GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel
0: GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_ARB_texture_barrier
0: GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex
0: GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint
0: GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float
0: GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc
0: GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle
0: GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event
0: GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float
0: GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect
0: GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object
0: GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer
0: GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm
0: GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer
0: GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map
0: GL_ARB_seamless_cubemap_per_texture GL_ARB_uniform_buffer_object GL_ARB_depth_clamp
0: GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend
0: GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod
0: GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_EXT_shader_integer_mix
0: GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions
0: GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility
0: GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev
0: GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_timer_query GL_EXT_timer_query
0: GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex
0: GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4
0: GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering
0: GL_ARB_fragment_shader_interlock GL_ARB_clip_control GL_ARB_shader_subroutine
0: GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects
0: GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array
0: GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters
0: GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack
0: GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader
0: GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport
0: GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size
0: GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage
0: GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object
0: GL_EXT_polygon_offset_clamp GL_ARB_clear_texture GL_ARB_texture_mirror_clamp_to_edge
0: GL_ARB_debug_output GL_ARB_enhanced_layouts GL_KHR_debug
0: GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata
0: GL_ARB_clear_buffer_object GL_INTEL_map_texture GL_ARB_texture_compression_bptc
0: GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness
0: GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image
0: GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing
0: GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location GL_ARB_multi_bind
0: GL_ARB_indirect_parameters
0:
0: [Con] Number of game controllers: 1
0: [Con] Using game controller: Controller(Redgear)
0: [Con] * Number of axes: 5
0: [Con] * Number of hats: 1
0: [Con] * Number of buttons: 10
0: [BINDS] Loading binds from: ///settings.ini
0: [Con] Loading progress sprite:
0: [Con] Loading /Graphics/Progress.png [flags: 6]
0: [Con] ok (324x972)
Preview log:
Quote:
0: [PhysFS] init: 1
0: [PhysFS] mount C:/Program Files (x86)/Hedgewars 0.9.22/Data at / : ok
0: [PhysFS] mount C:/Users/Naren/Documents/Hedgewars/Data at / : ok
0: [PhysFS] mount C:/Users/Naren/Documents/Hedgewars at / : ok
0: [Con] Init SDL_Net...
0: [Con] ok
0: [Con] Establishing IPC connection to tcp 127.0.0.1:53019
0: [Con] ok
0: [Cmd] seed {98c56b0f-f06c-4d15-8185-6dd964d42cb9}
0: [Cmd] $template_filter 2
0: [Cmd] $mapgen 0
0: [Cmd] $feature_size 11
0: [Cmd] script Scripts/Multiplayer/Balanced_Random_Weapon.lua
0: [Con] Lua: Scripts/Multiplayer/Balanced_Random_Weapon.lua loaded
0: [Con] Lua: /Scripts/Locale.lua loaded
0: [LUA] Script not found: Locale/en.lua
0: [Con] Lua: /Scripts/Tracker.lua loaded
0: [Cmd] $scriptparam
0: Ping? Pong!
0: [Cmd] seed {98c56b0f-f06c-4d15-8185-6dd964d42cb9}
0: [Con] Generating preview...
0: [Con] Selected template #8 using filter #2
0: [Con] Sending preview...
0: [Con] Preview sent, disconnect
halt at 0 ticks. TurnTimeLeft = 0
Okay, it runs if I disable desktop composition from the compatibility menu
Sounds like an underpowered graphics card then. And, yeah, saw your email feedback, but wasn't sure how to respond since it *seemed* opengl was loading and that's the most common problem.
--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
This is what i was fearing now with sld2 update, integrated graphics card barely can now run the game with some fps.
Just to be clear. We do *not* use SDL2 for rendering. Long ago, due to performance problems w/ SDL1.2 unc0rr elected to use SDL to acquire a GL context then do the GL rendering calls ourselves. That has not changed.
In fact, very little about rendering has changed in Hedgewars in a long time.. If you are having performance problems, look into changes in your system.
We *would* like to make GL2 standard, ideally w/ texatlas to save memory, but it is languishing on a branch until someone expends the time to merge it and fix a few niggling rendering bugs.
--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
I am running switchable graphics. (With an Intel HD 5500 with the driver version 15.40 and an AMD R5 M330 running version 17.40
If you would want any further information, I would be happy to provide it. Currently running though.
with the log it provided when it failed you were on the windows intel driver.
would have to see another log to see what card you are on right now.
but glad it is working.
--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev
Still Intel.
Anyway, thanks!