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 Post subject: atioglxx.dll problem
PostPosted: 29 Oct 2009, 07:51 
User avatar

Joined: 08 Oct 2006, 09:33
Location: Milan, Italy
Hi all...
after some minutes that i'm playing, spring crash with atioglxx.dll error.
is there any solution about this problem?



Code:
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?


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 Post subject: Re: atioglxx.dll problem
PostPosted: 29 Oct 2009, 11:23 
Spring Developer
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Joined: 22 Sep 2007, 08:51
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.


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 Post subject: Re: atioglxx.dll problem
PostPosted: 29 Oct 2009, 12:18 
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Joined: 08 Oct 2006, 09:33
Location: Milan, Italy
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.


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 Post subject: Re: atioglxx.dll problem
PostPosted: 29 Oct 2009, 13:31 
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Joined: 22 Aug 2006, 15:19
do not use bumpwater, reflective water or refractive water. (actually bump should be fine as long as you disable shorewaves.)


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 Post subject: Re: atioglxx.dll problem
PostPosted: 29 Oct 2009, 22:09 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
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?


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 Post subject: Re: atioglxx.dll problem
PostPosted: 29 Oct 2009, 22:57 
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Joined: 08 Oct 2006, 09:33
Location: Milan, Italy
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!!!


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 Post subject: Re: atioglxx.dll problem
PostPosted: 29 Oct 2009, 23:29 
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Joined: 22 Aug 2006, 15:19
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".


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 Post subject: Re: atioglxx.dll problem
PostPosted: 29 Oct 2009, 23:45 
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Joined: 08 Oct 2006, 15:58
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. ;)


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 Post subject: Re: atioglxx.dll problem
PostPosted: 30 Oct 2009, 00:42 
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Quote:
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.


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 Post subject: Re: atioglxx.dll problem
PostPosted: 30 Oct 2009, 10:02 
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Joined: 22 Aug 2006, 15:19
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.


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 Post subject: Re: atioglxx.dll problem
PostPosted: 30 Oct 2009, 10:25 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
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.


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 Post subject: Re: atioglxx.dll problem
PostPosted: 27 Dec 2010, 09:10 

Joined: 27 Dec 2010, 09:07
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




cnx nano premium


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 Post subject: Re: atioglxx.dll problem
PostPosted: 27 Dec 2010, 16:56 
Spring Developer

Joined: 31 May 2009, 23:08
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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