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UCAWA 1.00.14 Patch Released


Supreme Cmdr
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I just wanted to chime in and say I am having the same error.

I have tried all the steps in this thread, and still get the error after trying to start a brand-new ROAM scenario.

I will try the next fix that you post here SC, and report back my results.

Cheers!

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quote:


Originally posted by TroKhon:

Hi!

Due to the directX upgrade the application starts now, but before the main menu appears directly after the intro animation the application stops with the following error.

Runtime error!

The application has requested the Runtime to terminate it in an unusual way.

this happens for the SP and MP version.

Martin


I need you to try something for me and report exact results.

  1. Patch to 1.00.14 using the game Updater
  2. Run the sp game by adding /d5 to the shortcut
  3. When it crashes, tell me exactly (if you can), the last thing that you saw on the screen before the floating point error.
  4. Quit the game and post the last ten lines of the ucdebug.log and the bcgfxdebug.log file (if they exists in your game folder).

I have been speaking to other developers and apparently this is a problem with VS2005. It seems to strip out code that it thinks is unused; in addition to foolishly not loading the FPU because it thinks the app does not require it. The problem is further compounded by the fact that the DRM scheme (TryMedia's ActiveMark) used by Direct2Drive wraps the executables.

One of those devs has the same problem with their wrapper and they had to go through hoops to resolve it.

quote:


Dear Derek,

I see - if you're using DRM, it may mean that wrapper you're using

(Trymedia's?) has the same problem that the ours. In this case, the

best solution would be contacting their support, maybe they have

already solved this problem.

What we have done, briefly: after packing the 'code' segment of the

application must be not writable ('writable' flag set to False),

unless VS2005 may fail to initialize. You can try editing this flag in

a hex editor after wrapping your game; you may need to set 'control

sum check' option off, if it is possible in your wrapper.

--

Sincerely, Olga Marchevska

http://www.molebox.com/


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I had a chance before work to run a few tests.

I followed the instructions above, I never did get a bcgfxdebug.log file, only the ucdebug.log.

Also, everytime it crashes for me, it is on the loading screen and it stops after 'loading complete', so I have tried to tell you what is the last script I saw loading. I have to alt-tab to get the floating point error to display, and when I click 'ok' on it UC closes.

Anyway, here are the results:

Loading Instant Action - Homeland Insecurity

- Stopped at 'Loading Completed', last thing before that I saw was 'loading rovarix?'

ucdebug.log

-----------

Script action for GAL/DIP SATCOM:signal

signal...event 6 adding 20 minutes

Adding one-off event for 04/04/3035 21:20 at 04/04/3035 21:00,()

Reset planets

Initialise palette

probe 0 status is 6

probe 0 itm is 196

Leaving restart()

Launch from station : ''

Opaque texture: MARS.tga (1024,512)loaded

Opaque texture: trail.tga (64,64)loaded

Opaque texture: flare_blue_contrail.tga (64,64)loaded

Loading Instant Action - Through the fire

- Stopped at 'Loading COmpleted', last thing I saw was 'loading palean'

ucdebug.log

--------------

Script action for GAL/DIP SATCOM:autogen

autogen now OFF

Reset planets

Initialise palette

probe 0 status is 6

probe 0 itm is 196

Leaving restart()

Launch from station : ''

Opaque texture: JUPITER.tga (1024,512)loaded

Opaque texture: MTYPE01.tga (1024,512)loaded

Opaque texture: trail.tga (64,64)loaded

Opaque texture: flare_blue_contrail.tga (64,64)loaded

Loading Instant Action - Marine -Training (1st Instant Action)

- Stopped at 'Loading palean script'

ucdebug.log

--------------

Loading group MP_NZONEZ.3DC

Script action for GAL/DIP SATCOM:set_race

Script action for GAL/DIP SATCOM:set_caste

Script action for GAL/DIP SATCOM:set_rank

Script action for GAL/DIP SATCOM:set_career

Script action for GAL/DIP SATCOM:set_region

Script action for GAL/DIP SATCOM:set_playername

Loading group MARINE_INFANTRY.3D

Init dynamic:MARINE_INFANTRY.3D(MARINE_INFANTRY)

--------- Inventory for person id: 0 --

2:MEDPAK

2:NUTRIPAK

2:ARMOR REPAIR UNIT

1:FPI-ARMOR_LGT

1:FPI-DIE

1:FPI-JETPACK

1:FPI-TDU

1:FPI-WDU

5:FPW-AMMO-DUC4

8:FPW-AMMO-T1CLIP

1:FPW-SCAT1 PISTOL

6:FPW-GRENADES_F

1:FPW-GPMG MACH GUN

-----------------------------------------

Loading New Roam and Explore Scenario - default settings

- Stopped at 'Loading Completed'

ucdebug.log

-------------

Script action for GAL/DIP SATCOM:signal

signal...event 2 adding 1440 minutes

Adding one-off event for 04/05/3035 21:00 at 04/04/3035 21:00,()

Script action for GAL/DIP SATCOM:alliance

Script action for GAL/DIP SATCOM:alliance

Reset planets

Initialise palette

probe 0 status is 6

probe 0 itm is 196

Leaving restart()

Launch from station : 'GALCOMHQ'

Opaque texture: EARTH.tga (1024,512)loaded

Opaque texture: trail.tga (64,64)loaded

Opaque texture: flare_blue_contrail.tga (64,64)loaded

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Ok, I lied.

The one Marine instant action scenario I tested didn't actually make it as far as 'loading completed', it stopped on 'loading palean script' as mentioned in my testing notes.

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OK, lets go to plan D

  1. Rename your [1.00.13] UCAWA.EXE and UCAWAMP.EXE files to .BAK
  2. Download this D2D file and extract into your game folder
  3. Run both the sp & mp versions of the game and let me know if either works or not.

If this version still does not work, just revert back to 1.00.13 by deleting the files and restoring the backup versions in step #1

Also, I'd like anyone with the D2D version to try this as well please.

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This is where my problem comes in. I typically back up all my patches to my file server, I thought I did this, and deleted the patch files in the game directory. Basically, I don't have an older patch version to go back to due to my own carelessness.

If there was a location to download the .13 patch, I will give this a go.

Let me know,

Thanks.

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erm, why do you need the .13 patch?

Don't you know by now how to rollback? If not, you might want to read ALL the posts in this thread.

And what - exactly - has this got to do with your running the test files I just posted?

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Hi!

Unfortunately i got an illness so I could not check in earlier

So now I am referring to post from

04-21-2006 08:32 PM Plan D

Tried both and get the same

Runtime error!

The application has requested the Runtime to terminate it in an unusual way.

so it is the same negative result as for Plan C

Martin

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Hi again!

Here is also the last 10 line info from

ucdebug.log (no bcgfxdebug.log on my machine) where I run debug on the 1.0.14 version from D2D

Script action for GAL/DIP SATCOM:alliance

Reset planets

Initialise palette

probe 0 status is 6

probe 0 itm is 196

Leaving restart()

Launch from station : 'GALCOMHQ'

Opaque texture: EARTH.tga (1024,512)loaded

Opaque texture: trail.tga (64,64)loaded

Opaque texture: flare_blue_contrail.tga (64,64)loaded

Last text right down on my screen is 'loading complete' than happens the crash.

Martin

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The issue is related to the DRM (TryMedia's ActiveMark) used by D2D. It is causing a conflict with the [new] VS2005 compiled code. IGN are going to be contacting TM about it next week. Until then, D2D users should stick to the 1.00.13 patch because I have no intentions of using the older VS6 compiler just so that this conflict does not arise.

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Good news on determining the root cause on this one SC.

I hate to ask, but do you have a link to the 1.00.13 patch? I don't have a backup copy due to my screw-up (see previous post). I searched around, but none of the download locations keep older patch files.

I normally wouldn't even ask, but I was hoping to get some practice time in before my training sessions with Wraith Fleet.

I totally understand if you won't do this, and please just delete this post if that is the case.

Thanks!

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If you want that patch, rollback your INI file to version 1.00.12 and then run the game Updater to download the 1.00.13 patch. Surely you knew this by now? Didn't I even suggest (earlier) that you read the first post in this thread?

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Excellent, done.

I was unaware that the rollback of the .ini file allowed to go back to multiple earlier versions, I thought it was for the purpose of only reapplying the current patch.

My apologies for misreading your post on this.

Thank you for your patience. If needed, I will help out testing the next 1.00.14 patch once it is sorted out next week.

Cheers!

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Lets try this version. This is the new protected version I just got from IGN. Since this is based on the same executable as the current Starforce version, if it doesn't work, then thats the end of that until IGN and TryMedia sort it out in their DRM scheme.

  1. Rename your [1.00.13] UCAWA.EXE and UCAWAMP.EXE files to .BAK
  2. Download this D2D file and extract into your game folder
  3. Run both the sp & mp versions of the game and let me know if either works or not.

If this D2D version still does not work, just revert back to 1.00.13 by deleting the files and restoring the backup versions in step #1

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No Joy,

Crash to desktop after the 3000AD logo is shown, with no error. I noticed some .log files in my game folder if you want to have a look at those...

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Well TryMedia/Macrovision have today confirmed to IGN what I already suspected. Their DRM scheme is not yet compatible with the new VS2005 compiler. Hence the reason the problem we've been having.

To this end, I have uploaded a new D2D version based on the previous VS6 compiler. It is available via the in game Updater and will be available via the D2D patch download page on Monday.

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Not sure what is happening. I run the Game Updater, and it just kicks out after I click 'Next'. It's behaving like there isn't any new patch after .13. I rolled back to .12, and updated. It updated fine to .13. I ran the updater again, and same result. Not sure if the problem is on my end here or what? Is anyone else having problems?

Thanks!

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