atioglxx.dll problem

atioglxx.dll problem

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User avatar
daryl
Posts: 200
Joined: 08 Oct 2006, 10:33

atioglxx.dll problem

Post by daryl »

Hi all...
after some minutes that i'm playing, spring crash with atioglxx.dll error.
is there any solution about this problem?


Code: Select all

LogOutput initialized.
Spring 0.80.5.1 (0.80.5.1-0-g57e49c6{@}-cmake-mingw32)
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
using configuration source "C:\Documents and Settings\DaRioLLo\Impostazioni locali\Dati applicazioni\springsettings.cfg"
[CMyMath::Init] CPU SSE mask: 120, flags:
	SSE 1.0:  1,  SSE 2.0:  1
	SSE 3.0:  1, SSSE 3.0:  0
	SSE 4.1:  0,  SSE 4.2:  0
	SSE 4.0A: 0,  SSE 5.0A: 0
	using streflop SSE FP-math mode, CPU supports SSE instructions
OS: Microsoft Windows
Microsoft Windows XP Professional Service Pack 3 (build 2600)
              Intel(R) Pentium(R) D CPU 2.80GHz; 2047MB RAM, 3433MB pagefile
OS: 32bit native mode
Using read-write data directory: C:\Programmi\Spring\
Using read-only  data directory: C:\Documents and Settings\DaRioLLo\Documenti\My Games\Spring\
Scanning: C:\Documents and Settings\DaRioLLo\Documenti\My Games\Spring\maps
Scanning: C:\Documents and Settings\DaRioLLo\Documenti\My Games\Spring\base
Scanning: C:\Documents and Settings\DaRioLLo\Documenti\My Games\Spring\mods
Scanning: C:\Documents and Settings\DaRioLLo\Documenti\My Games\Spring\packages
Scanning: C:\Programmi\Spring\maps
Scanning: C:\Programmi\Spring\base
Scanning: C:\Programmi\Spring\mods
Scanning: C:\Programmi\Spring\packages
Video mode set to  800 x 600 / 32 bit
SpringApp::InitWindow(): 4288363924 ms
[      0] SDL:  1.2.10
[      0] GL:   2.1.9026
[      0] GL:   ATI Technologies Inc.
[      0] GL:   ATI Radeon HD 4800 Series
[      0] GLEW: 1.4.0
[      0] ATI hacks enabled
[      0] Joysticks found: 0
[      0] Joystick 0 not found
[      0] Connecting to local server
[      0] Starting GameServer: 547 ms
[      0] Starting demo recording
[      0] Using map Nuclear_Winter_1944.smf
[      0] Recording demo demos/local_20091029_073719_Nuclear_Winter_1944_0.80.5.sdf
[      0] Using script Commanders
[      0] Using mod The Final Battle V1.0
[      0] Using mod archive TFB.sd7
[      0] Loading client data: 26 ms
[      0] User number 0 (team 3, allyteam 0)
[      0] Sound: OpenAL info:
[      0] Sound:   Vendor:     Creative Labs Inc.
[      0] Sound:   Version:    1.1
[      0] Sound:   Renderer:   Software
[      0] Sound:   AL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
[      0] Sound:   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[      0] Sound:   Device:     Generic Hardware
[      0] Sound:   Available Devices:  
[      0] Sound:                       Generic Hardware
[      0] Sound:                       Generic Software
[      0] Loading console: 4 ms
[      0] Sound:  parsed 4 sounds from gamedata/sounds.lua
[      0] Loading sounds: 1 ms
[      0] Camera and mouse: 240 ms
[      0] Parsing unit icons
[      0] Parsing definitions
[      0] Loading all definitions:  0.787000
[      0] Loading defs: 870 ms
[      0] Loading map informations
[      0] Opening map file
[      0] Loading Map
[      0] Loading detail textures
[      0] Creating overhead texture
[      0] Creating ground shading
[      0] Loading .smt tile-file "maps/Nuclear_Winter_1944.smt" (0/1, 37790 tiles)
[      0] Reading tiles
[      0] Reading tile map
[      0] Creating projectile texture
[      0] Number of damage types: 40
[      0] Loading weapon definitions
[      0] Loading unit definitions
[      0] Loading feature definitions
[      0] Generating trees
[      0] Creating unit textures
[      0] Initializing map features
[      0] Reading estimate path costs
[      0] Pathing data checksum: da4beef0
[      0] Creating sky
[      0] Loading LuaRules
[      0] gf1 = LuaRules/Gadgets/areaattack.lua
[      0] gf1 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf1 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf1 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf1 = LuaRules/Gadgets/lups_manager.lua
[      0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf1 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf1 = LuaRules/Gadgets/mo_coop.lua
[      0] gf1 = LuaRules/Gadgets/mo_enemywrecks.lua
[      0] gf1 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf1 = LuaRules/Gadgets/mo_koth.lua
[      0] gf1 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf1 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf1 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf1 = LuaRules/Gadgets/mo_preventdraw.lua
[      0] gf1 = LuaRules/Gadgets/precipitation_particles.lua
[      0] gf1 = LuaRules/Gadgets/teamcomends.lua
[      0] gf1 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf1 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf1 = LuaRules/Gadgets/unit_fix_dropped_startpos.lua
[      0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf1 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf1 = LuaRules/Gadgets/unit_no_land_damage.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf1 = LuaRules/Gadgets/unit_passive_builders.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_load_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_strange_orders.lua
[      0] gf1 = LuaRules/Gadgets/unit_reclaim_fix.lua
[      0] gf1 = LuaRules/Gadgets/unit_scout_spawner.lua
[      0] gf1 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
[      0] gf2 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf2 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf2 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf2 = LuaRules/Gadgets/lups_manager.lua
[      0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf2 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf2 = LuaRules/Gadgets/mo_coop.lua
[      0] gf2 = LuaRules/Gadgets/mo_enemywrecks.lua
[      0] gf2 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf2 = LuaRules/Gadgets/mo_koth.lua
[      0] gf2 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf2 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf2 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf2 = LuaRules/Gadgets/mo_preventdraw.lua
[      0] gf2 = LuaRules/Gadgets/precipitation_particles.lua
[      0] gf2 = LuaRules/Gadgets/teamcomends.lua
[      0] gf2 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf2 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf2 = LuaRules/Gadgets/unit_fix_dropped_startpos.lua
[      0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf2 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf2 = LuaRules/Gadgets/unit_no_land_damage.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf2 = LuaRules/Gadgets/unit_passive_builders.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_load_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_strange_orders.lua
[      0] gf2 = LuaRules/Gadgets/unit_reclaim_fix.lua
[      0] gf2 = LuaRules/Gadgets/unit_scout_spawner.lua
[      0] gf2 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf2 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] Loaded gadget:  Precipitation, v0.2  <precipitation_particles.lua>
[      0] Loaded gadget:  No Self-D           <unit_noselfd.lua>
[      0] Loaded gadget:  AirPlantParents     <unit_air_plants.lua>
[      0] Loaded gadget:  DirectControl       <unit_direct_control.lua>
[      0] Loaded gadget:  DragonsDisguise     <unit_set_neutral.lua>
[      0] Loaded gadget:  DroppedStartPos     <unit_fix_dropped_startpos.lua>
[      0] Loaded gadget:  MissileControl      <unit_missile_delay.lua>
[      0] Loaded gadget:  No Land Damage      <unit_no_land_damage.lua>
[      0] Loaded gadget:  No Self Pwn         <unit_noselfpwn.lua>
[      0] Loaded gadget:  NoCost              <cmd_nocost.lua>
[      0] Loaded gadget:  PassiveBuilders     <unit_passive_builders.lua>
[      0] Loaded gadget:  Prevent Lab Hax     <unit_prevent_lab_hax.lua>
[      0] Loaded gadget:  Prevent Load Hax    <unit_prevent_load_hax.lua>
[      0] Loaded gadget:  Prevent Range Hax   <unit_prevent_range_hax.lua>
[      0] Loaded gadget:  Prevent Strange Orders  <unit_prevent_strange_orders.lua>
[      0] Loaded gadget:  Reclaim Fix         <unit_reclaim_fix.lua>
[      0] Loaded gadget:  ShieldDrain         <unit_shield_watch.lua>
[      0] Loaded gadget:  Shockwaves          <lups_shockwaves.lua>
[      0] Loaded gadget:  fx_reclaim_shards   <fx_reclaim_shards.lua>
[      0] Loaded gadget:  lups_wrapper.lua    <lups_wrapper.lua>
[      0] Loaded gadget:  mo_enemywrecks      <mo_enemywrecks.lua>
[      0] Loaded gadget:  mo_noshare          <mo_noshare.lua>
[      0] Loaded gadget:  Area Attack         <areaattack.lua>
[      0] Loaded gadget:  C Is For Control    <comiscontrol.lua>
[      0] Loaded gadget:  Team Com Ends       <teamcomends.lua>
[      0] Loaded gadget:  LupsSyncedManager   <lups_manager.lua>
[      0] Loaded gadget:  Mex Upgrader Gadget  <unit_mex_upgrader.lua>
[      0] gf1 = LuaRules/Gadgets/areaattack.lua
[      0] gf1 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf1 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf1 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf1 = LuaRules/Gadgets/lups_manager.lua
[      0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf1 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf1 = LuaRules/Gadgets/mo_coop.lua
[      0] gf1 = LuaRules/Gadgets/mo_enemywrecks.lua
[      0] gf1 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf1 = LuaRules/Gadgets/mo_koth.lua
[      0] gf1 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf1 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf1 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf1 = LuaRules/Gadgets/mo_preventdraw.lua
[      0] gf1 = LuaRules/Gadgets/precipitation_particles.lua
[      0] gf1 = LuaRules/Gadgets/teamcomends.lua
[      0] gf1 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf1 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf1 = LuaRules/Gadgets/unit_fix_dropped_startpos.lua
[      0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf1 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf1 = LuaRules/Gadgets/unit_no_land_damage.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf1 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf1 = LuaRules/Gadgets/unit_passive_builders.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_load_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf1 = LuaRules/Gadgets/unit_prevent_strange_orders.lua
[      0] gf1 = LuaRules/Gadgets/unit_reclaim_fix.lua
[      0] gf1 = LuaRules/Gadgets/unit_scout_spawner.lua
[      0] gf1 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf1 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] gf2 = LuaRules/Gadgets/areaattack.lua
[      0] gf2 = LuaRules/Gadgets/cmd_nocost.lua
[      0] gf2 = LuaRules/Gadgets/comiscontrol.lua
[      0] gf2 = LuaRules/Gadgets/fx_reclaim_shards.lua
[      0] gf2 = LuaRules/Gadgets/lups_manager.lua
[      0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[      0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[      0] gf2 = LuaRules/Gadgets/mo_comgate.lua
[      0] gf2 = LuaRules/Gadgets/mo_coop.lua
[      0] gf2 = LuaRules/Gadgets/mo_enemywrecks.lua
[      0] gf2 = LuaRules/Gadgets/mo_greenfields.lua
[      0] gf2 = LuaRules/Gadgets/mo_koth.lua
[      0] gf2 = LuaRules/Gadgets/mo_noowner.lua
[      0] gf2 = LuaRules/Gadgets/mo_noshare.lua
[      0] gf2 = LuaRules/Gadgets/mo_nowrecks.lua
[      0] gf2 = LuaRules/Gadgets/mo_preventdraw.lua
[      0] gf2 = LuaRules/Gadgets/precipitation_particles.lua
[      0] gf2 = LuaRules/Gadgets/teamcomends.lua
[      0] gf2 = LuaRules/Gadgets/unit_air_plants.lua
[      0] gf2 = LuaRules/Gadgets/unit_direct_control.lua
[      0] gf2 = LuaRules/Gadgets/unit_fix_dropped_startpos.lua
[      0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[      0] gf2 = LuaRules/Gadgets/unit_missile_delay.lua
[      0] gf2 = LuaRules/Gadgets/unit_no_land_damage.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfd.lua
[      0] gf2 = LuaRules/Gadgets/unit_noselfpwn.lua
[      0] gf2 = LuaRules/Gadgets/unit_passive_builders.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_lab_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_load_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_range_hax.lua
[      0] gf2 = LuaRules/Gadgets/unit_prevent_strange_orders.lua
[      0] gf2 = LuaRules/Gadgets/unit_reclaim_fix.lua
[      0] gf2 = LuaRules/Gadgets/unit_scout_spawner.lua
[      0] gf2 = LuaRules/Gadgets/unit_set_neutral.lua
[      0] gf2 = LuaRules/Gadgets/unit_shield_watch.lua
[      0] Finished Snow / Rain Shader
[      0] Loaded gadget:  Precipitation, v0.2  <precipitation_particles.lua>
[      0] Loaded gadget:  AirPlantParents     <unit_air_plants.lua>
[      0] Loaded gadget:  DragonsDisguise     <unit_set_neutral.lua>
[      0] Loaded gadget:  DroppedStartPos     <unit_fix_dropped_startpos.lua>
[      0] Loaded gadget:  MissileControl      <unit_missile_delay.lua>
[      0] Loaded gadget:  NoCost              <cmd_nocost.lua>
[      0] Loaded gadget:  PassiveBuilders     <unit_passive_builders.lua>
[      0] Loaded gadget:  Reclaim Fix         <unit_reclaim_fix.lua>
[      0] Loaded gadget:  ShieldDrain         <unit_shield_watch.lua>
[      0] Loaded gadget:  Shockwaves          <lups_shockwaves.lua>
[      0] Loaded gadget:  fx_reclaim_shards   <fx_reclaim_shards.lua>
[      0] Loaded gadget:  mo_enemywrecks      <mo_enemywrecks.lua>
[      0] Loaded gadget:  mo_greenfields      <mo_greenfields.lua>
[      0] Loaded gadget:  mo_noowner          <mo_noowner.lua>
[      0] Loaded gadget:  mo_noshare          <mo_noshare.lua>
[      0] Loaded gadget:  mo_nowrecks         <mo_nowrecks.lua>
[      0] Loaded gadget:  Area Attack         <areaattack.lua>
[      0] Loaded gadget:  C Is For Control    <comiscontrol.lua>
[      0] Loaded gadget:  LupsSyncedManager   <lups_manager.lua>
[      0] Loaded gadget:  Mex Upgrader Gadget  <unit_mex_upgrader.lua>
[      0] Loaded gadget:  Lups                <lups_wrapper.lua>
[      0] Loading LuaGaia
[      0] Loading LuaUI
[      0] Using LUAUI_DIRNAME = LuaUI/
[      0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[      0] LuaUI: bound F11 to the widget selector
[      0] LuaUI: bound CTRL+F11 to tweak mode
[      0] Loaded widget from mod:   BlurApi             <api_gfx_blur.lua>
[      0] Loaded widget from mod:   MexUpg Helper       <helper.lua>
[      0] Loaded widget from mod:   HealthBars          <unit_healthbars.lua>
[      0] Reloaded ctrlpanel with: LuaUI/Configs/ctrlpanel.txt
[      0] Loaded widget from mod:   Old BA Layout       <gui_old_ba_layout.lua>
[      0] Loaded widget from mod:   BuildETA            <gui_build_eta.lua>
[      0] Loaded widget from mod:   Auto First Build Facing  <autofirstbuildfacing.lua>
[      0] Loaded widget from mod:   CustomIcons         <unit_customicons.lua>
[      0] Loaded widget from mod:   GameTypeInfo        <gui_game_type_info.lua>
[      0] Loaded widget from mod:   MohoExploiter       <unit_moho_exploiter.lua>
[      0] Loaded widget from mod:   Point Tracker       <gui_point_tracker.lua>
[      0] Loaded widget from mod:   Ghost Site          <unit_ghostsite.lua>
[      0] Loaded widget from mod:   ReclaimInfo         <gui_reclaiminfo.lua>
[      0] Loaded widget from mod:   Share Tracker       <unit_share_tracker.lua>
[      0] Loaded widget from mod:   Transporting        <gui_transporting.lua>
[      0] Loaded widget from user:  CameraShake         <camera_shake.lua>
[      0] Loaded widget from mod:   NoDuplicateOrders   <cmd_no_duplicate_orders.lua>
[      0] Loaded widget from mod:   XrayHighlight       <gui_xray_highlight.lua>
[      0] <DefenseRange> Unsupported Game, shutting down...
[      0] Loaded widget from mod:   Defense Range       <gui_defenserange.lua>
[      0] Loaded widget from mod:   Attack AoE          <gui_attack_aoe.lua>
[      0] Loaded widget from mod:   Prospector          <gui_prospector.lua>
[      0] Loaded widget from mod:   BA Waypoint Dragger  <unit_waypoint_dragger_2.lua>
[      0] Loaded widget from mod:   Select n Center!    <gui_center_n_select.lua>
[      0] Loaded widget from mod:   LupsManager         <gfx_lups_manager.lua>
[      0] Loaded widget from mod:   BA_AllyCursors      <gui_ba_ally_cursors.lua>
[      0] Loaded widget from mod:   Lups                <lups_wrapper.lua>
[      0] Loaded widget from mod:   CustomFormations2   <unit_customformations2.lua>
[      0] LuaUI v0.3
[      0] Finalizing...
[      0] Spring 0.80.5.1 (0.80.5.1-0-g57e49c6{@}-cmake-mingw32)
[      0] Build date/time: Oct 23 2009 22:04:50
[      0] Player added point: Start 3
[      0] Player added point: Start 0
[      0] Player added point: Start 1
[      0] Player added point: Start 2
[      0]  -> connection established (given id 0)
[      0] Player Player finished loading and is now ingame
[      0] GameID: 3038e94a4ed9381bdecd4ef7376867ac
[      0] Player added point: Start 3
[      0] SkirmishAI (with team ID = 2): Cheating enabled!
[      0] SkirmishAI2: KAI Metal Class by Krogothe
[      0] SkirmishAI2: KAIK 0.13 Unofficial (built Oct 23 2009) initialized successfully!
[      0] SkirmishAI2: logging events to C:\Programmi\Spring\AI\Skirmish\KAIK\0.13\Logs\Nuclear_Winter_1944.smf_TFB.sd7_10-29-2009_737_team2.txt
[      0] SkirmishAI2: (developed by Krogothe, Tournesol, Firenu; now maintained by Kloot)
[     17] Skirmish AI Bot1 took over controll of team 0
[     27] Skirmish AI Bot2 took over controll of team 1
[     60] Skirmish AI Bot3 took over controll of team 2
[    124] Player paused the game
[    124] Removed:  LuaUI/Widgets/gui_xray_highlight.lua
[    124] Removed:  LuaUI/Widgets/unit_share_tracker.lua
[    124] Removed:  LuaUI/Widgets/unit_moho_exploiter.lua
[    124] Removed:  LuaUI/Widgets/gfx_lups_manager.lua
[    124] Removed:  LuaUI/Widgets/lups_wrapper.lua
[    124] Loading:  LuaUI/Widgets/gui_defenserange.lua
[    124] <DefenseRange> Unsupported Game, shutting down...
[    124] Removed:  LuaUI/Widgets/api_gfx_blur.lua
[    124] Removed:  LuaUI/Widgets/unit_waypoint_dragger_2.lua
[    124] Player unpaused the game
[    423] Buildings set to face East
[    689] Player paused the game
[    689] Removed:  LuaUI/Widgets/cmd_no_duplicate_orders.lua
[    689] Removed:  LuaUI/Widgets/gui_transporting.lua
[    689] Removed:  LuaUI/Widgets/autofirstbuildfacing.lua
[    689] Player unpaused the game
[   9830] Peewee is being attacked
[  12140] Peewee is being attacked
[  12245] Peewee is being attacked
[  13361] Peewee is being attacked
[  13464] Peewee is being attacked
[  13818] Peewee is being attacked
[  13977] Rocko is being attacked
[  14090] Hammer is being attacked
[  14239] Rocko is being attacked
[  14395] Warrior is being attacked
[  15964] Rocko is being attacked
[  16069] Rocko is being attacked
[  16171] Rocko is being attacked
[  16274] Hammer is being attacked
[  16379] Hammer is being attacked
[  16482] Warrior is being attacked
[  16685] Warrior is being attacked
[  16903] Rocko is being attacked
[  17008] Hammer is being attacked
[  17112] Hammer is being attacked
[  17231] Hammer is being attacked
[  17338] Hammer is being attacked
[  17448] Hammer is being attacked
[  19734] Rocko is being attacked
[  19909] Rocko is being attacked
[  20169] Rocko is being attacked
[  20276] Rocko is being attacked
[  20378] Rocko is being attacked
[  20518] Rocko is being attacked
[  20623] Rocko is being attacked
[  20731] Hammer is being attacked
[  20835] Hammer is being attacked
[  20943] Hammer is being attacked
[  21059] Hammer is being attacked
[  21235] Hammer is being attacked
[  21337] Hammer is being attacked
[  21443] Hammer is being attacked
[  21754] Spring 0.80.5.1 (0.80.5.1-0-g57e49c6{@}-cmake-mingw32) has crashed.
[  21754] Exception: Access violation (0xc0000005)
[  21754] Exception Address: 0x69583476
[  21754] DLL information:
[  21754] 0x00400000	spring
[  21754] 0x7c910000	ntdll
[  21754] 0x7c800000	kernel32
[  21754] 0x10000000	DevIL
[  21754] 0x77be0000	MSVCRT
[  21754] 0x01be0000	ILU
[  21754] 0x77f40000	ADVAPI32
[  21754] 0x77da0000	RPCRT4
[  21754] 0x77f10000	Secur32
[  21754] 0x5c8a0000	GLU32
[  21754] 0x5f140000	OPENGL32
[  21754] 0x77e40000	GDI32
[  21754] 0x7e390000	USER32
[  21754] 0x736d0000	DDRAW
[  21754] 0x73b30000	DCIMAN32
[  21754] 0x76c50000	IMAGEHLP
[  21754] 0x6fbc0000	mingwm10
[  21754] 0x7c9d0000	SHELL32
[  21754] 0x77e90000	SHLWAPI
[  21754] 0x71a30000	WS2_32
[  21754] 0x71a20000	WS2HELP
[  21754] 0x6e940000	libgcc_s_dw2-1
[  21754] 0x01c00000	SDL
[  21754] 0x76b00000	WINMM
[  21754] 0x7c340000	MSVCR71
[  21754] 0x66fc0000	freetype6
[  21754] 0x61b80000	zlib1
[  21754] 0x6ed80000	glew32
[  21754] 0x6b180000	vorbisfile
[  21754] 0x63e00000	vorbis
[  21754] 0x01c50000	ogg
[  21754] 0x01c70000	OpenAL32
[  21754] 0x76340000	IMM32
[  21754] 0x62e40000	LPK
[  21754] 0x74d20000	USP10
[  21754] 0x773a0000	comctl32
[  21754] 0x5d4d0000	comctl32
[  21754] 0x746b0000	MSCTF
[  21754] 0x752e0000	msctfime
[  21754] 0x774b0000	ole32
[  21754] 0x69030000	atioglxx
[  21754] 0x77bd0000	VERSION
[  21754] 0x030a0000	atiadlxx
[  21754] 0x778f0000	SETUPAPI
[  21754] 0x78130000	MSVCR80
[  21754] 0x76bf0000	WINTRUST
[  21754] 0x77a50000	CRYPT32
[  21754] 0x77af0000	MSASN1
[  21754] 0x72210000	DINPUT
[  21754] 0x68dd0000	HID
[  21754] 0x72c90000	wdmaud
[  21754] 0x72c80000	msacm32
[  21754] 0x77bb0000	MSACM32
[  21754] 0x77ba0000	midimap
[  21754] 0x73e80000	dsound
[  21754] 0x719d0000	mswsock
[  21754] 0x66750000	hnetcfg
[  21754] 0x71a10000	wshtcpip
[  21754] 0x76f90000	CLBCATQ
[  21754] 0x77010000	COMRes
[  21754] 0x770f0000	OLEAUT32
[  21754] 0x73e50000	KsUser
[  21754] 0x05ba0000	wrap_oal
[  21754] 0x61a40000	AIInterface
[  21754] 0x07020000	SkirmishAI
[  21754] 0x14760000	SkirmishAI
[  21754] 0x05620000	DBGHELP
[  21754] Stacktrace:
[  21754] (0) C:\WINDOWS\system32\atioglxx.dll(atiPPHSN+0x4881f6) [0x69583476]

i have the last catalyst drivers ( 9.10 ).
i deactivated all the widgets in game .
so, spring don't work with ATI cards? or there are some solutions?
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: atioglxx.dll problem

Post by hoijui »

set all graphic details to lowest settings or off, upgrade/downgrade driver.
next time you post an infolog, attach as a file or use pastebin.com please.
User avatar
daryl
Posts: 200
Joined: 08 Oct 2006, 10:33

Re: atioglxx.dll problem

Post by daryl »

hoijui wrote: next time you post an infolog, attach as a file or use pastebin.com please.

ok.. i'm sorry!

hoijui wrote:set all graphic details to lowest settings or off, upgrade/downgrade driver.

the graphics details are already lowest...
i already tried this solution.
i play without shadow, reflection and high res cloud.
without grass detail, and minimum of LOD and other option.
and i play in full screen 800x600 or 1024x768 with 16 bit without AntiAliasing.

i read now in variuos gaming forum that ATI have most problem with Open GL drivers... and causes some crash with an atioglxx.dll error.
Some people solved this problem using standard setting of ATI card and disabling AI catalyst option.
this evening i will try to modify this ATI setting and i will write response here.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: atioglxx.dll problem

Post by imbaczek »

do not use bumpwater, reflective water or refractive water. (actually bump should be fine as long as you disable shorewaves.)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: atioglxx.dll problem

Post by Argh »

What's wrong with those shaders on HD-series Radeon? Does anybody have a clue? IIRC, they aren't doing anything anywhere near the complexity of jK's GLSL... so it's probably a syntax error that older Catalyst drivers deal with nicely (no surprise, the HD's using different OGL and it's twitchy and buggy).

If BumpWater is working, then that tells us something pretty important, as jK has a lot of experience bug-fixing for ATi at this point. Perhaps all of the water shaders should be re-written in GLSL, so that they're easier to maintain and bug-fix?
User avatar
daryl
Posts: 200
Joined: 08 Oct 2006, 10:33

Re: atioglxx.dll problem

Post by daryl »

Argh wrote:What's wrong with those shaders on HD-series Radeon? Does anybody have a clue? IIRC, they aren't doing anything anywhere near the complexity of jK's GLSL... so it's probably a syntax error that older Catalyst drivers deal with nicely (no surprise, the HD's using different OGL and it's twitchy and buggy).

If BumpWater is working, then that tells us something pretty important, as jK has a lot of experience bug-fixing for ATi at this point. Perhaps all of the water shaders should be re-written in GLSL, so that they're easier to maintain and bug-fix?
oi... it's right... the problem is the "reflective water"!!!...
i ever played with "reflective water" without problem.. but in last time... i had some crash!! ( new version of spring, new ATI drivers)
this evening i played with "basic" water option and spring didn't crash!!
thx for solution! but i hope you will solve this problem with ATI cards!!!
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: atioglxx.dll problem

Post by imbaczek »

argh: i don't know what exactly is the problem; i only know it started to show up in the middle of the year, around 9.6-9.7 drivers.

shorewaves bug is recoverable, as in the drivers notice they lock up and the game appears to work afterwards. i submitted about two dozens worth of automated error reports this way about 2 months ago. commenting out about 10 lines of shorewave shader fixes the crash, but also breaks the effect beyond any usefulness.

reflective water causes ati driver to leak memory, which is the reason it crashes around 15-20 min mark - it simply eats all available memory and then dies. this may or may not be related to drawing order lines or whatever. someone on mantis said that changing the stripe pattern fixed the leak. i don't have any solution here, either, apart from "don't use those options".
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: atioglxx.dll problem

Post by Kloot »

I fixed shorewaves (the shader was crashing my 8800GT too) in master some time ago, but it didn't make the 80.5 release. Adventurous ATI victims may try the test installer. ;)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: atioglxx.dll problem

Post by Argh »

changing the stripe pattern fixed the leak
Hrmph, that could mean that GL_LINES are just as screwy as GL_POINTS on ATi... or that certain stripe patterns cause the driver to revert to software rendering, and it crashes at that point. IDK about you guys, but I plan on writing a very long and somewhat grumpy letter to their devrel when P.O.P.S. is done- their drivers are ridiculous atm, everybody outside their box seems to know it, but apparently doing "bug fixes" that "just happen" to mainly be for the big guys like Microsoft and EA takes priority over making them generally stable and standards-compliant.

On the water issues... IDK about you guys, but I just plain don't feel like screwing with the ARB shaders for water1 / water3, trying to figure out why / where it causes a memory leak. They never did before, but it's always been a bit flaky on some hardware, and I think we need to be working in a language that several of us are at least semi-competent at.

My vote: just remove caustic / shorewave / normalmap fresnel from water4, voila, you're back to water1. Put a hardware check into Spring, and revert people back to water0 if they cannot handle water1's shader, and keep water0 100% fixed-function, which IIRC it is... slow as hell, but no crashes.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: atioglxx.dll problem

Post by imbaczek »

GL_LINES is broken too, yes; using widths of more than 1px caused spring to crash. amazingly, redrawing the lines twice (thick and then 1px) stopped the crashes.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: atioglxx.dll problem

Post by Argh »

GL_LINES / LINE_LOOPs are all just stock OpenGL in Spring, correct?

So, it's not a shader, it's the drivers.

I read somewhere that AA on lines and points was part of the issue; you might want to try turning that off, see what happens.
ambok
Posts: 1
Joined: 27 Dec 2010, 09:07

Re: atioglxx.dll problem

Post by ambok »

Does anybody have a clue? IIRC, they aren't doing anything anywhere near the complexity of jK's GLSL... so it's probably a syntax error that older Catalyst drivers deal with nicely




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abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: atioglxx.dll problem

Post by abma »

this topic is over an year old, if you've problems with ati, first read the trouble-section in the wiki:

http://springrts.com/wiki/FAQ:trouble#ATI

and please attach infolog.txt if you need more help...
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