UCAWA 1.00.14 Patch Released
#41
Posted 17 April 2006 - 06:05 AM
The error is with both SP and MP
Last message I see on the right bottom is
Loading Completed. Standby.
Martin
#42
Posted 17 April 2006 - 06:52 AM
#43
Posted 17 April 2006 - 12:14 PM
bought this one extra for its power
#44
Posted 18 April 2006 - 07:06 AM
quote:
Originally posted by Milamber:
Oy, then I have wasted everyone's time due to my overlooking the obvious. My apologies.
I shall now retire to my side of the keyboard with my thanks for your patience...
Well, you can always roll back to 1.00.13 if that works for you.
#45
Posted 18 April 2006 - 11:36 AM
quote:
Originally posted by TroKhon:
absolutely certain Its an Intel Dual Core
bought this one extra for its power
OK, lets go to plan C
- Rename your [1.00.13] UCAWA.EXE and UCAWAMP.EXE files to .BAK
- Download this D2D file and extract into your game folder
- 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.
#46
Posted 18 April 2006 - 11:52 AM
I did exactly what you wrote above.
Unfortunately both exe's do not start the game at all. I have absolutely no idea why. There is also no message at all. Mouse shows for about a quarter of a second a busy cursor and that is all thats happening.
File information:
ucAWA.exe
created 18. April 2006, 18:35:55
changed 18. April 2006, 11:33:52
2,52 MB (2.648.577 Bytes)
and
ucAWAmp.exe
created 18. April 2006, 18:43:40
changed 18. April 2006, 11:36:42
2,72 MB (2.860.033 Bytes)
Martin
#47
Posted 18 April 2006 - 01:05 PM
[ 04-22-2006, 07:21 AM: Message edited by: Supreme Cmdr ]
#48
Posted 18 April 2006 - 03:45 PM
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
#49
Posted 18 April 2006 - 05:50 PM
This is just the usual bullshit from Microsoft.
In the meantime, Matchoo, can you try this version as well please and let me know your results?
#50
Posted 18 April 2006 - 11:08 PM
#51
Posted 19 April 2006 - 12:24 AM
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!
#52
Posted 19 April 2006 - 06:53 AM
quote:
Originally posted by Matchoo:
I got my verson on CD from BMT Micro. Would you still like me to try it?
erm no, this is for the D2D version only.
#53
Posted 21 April 2006 - 07:25 AM
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.
- Patch to 1.00.14 using the game Updater
- Run the sp game by adding /d5 to the shortcut
- When it crashes, tell me exactly (if you can), the last thing that you saw on the screen before the floating point error.
- 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/
#54
Posted 21 April 2006 - 09:23 AM
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
#55
Posted 21 April 2006 - 09:28 AM
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.
#56
Posted 21 April 2006 - 01:32 PM
- Rename your [1.00.13] UCAWA.EXE and UCAWAMP.EXE files to .BAK
- Download this D2D file and extract into your game folder
- 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.
#57
Posted 21 April 2006 - 01:58 PM
If there was a location to download the .13 patch, I will give this a go.
Let me know,
Thanks.
#58
Posted 21 April 2006 - 02:00 PM
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?
#59
Posted 21 April 2006 - 04:02 PM
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
#60
Posted 21 April 2006 - 04:17 PM
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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