project-navigation
Personal tools

Author Topic: Game crash at the start up  (Read 7742 times)

Offline TigerOn3

  • Cannon Fodder
  • **
  • Posts: 2
    • View Profile
Game crash at the start up
« on: November 27, 2011, 12:12:49 pm »
As the title said, so as following the bug report procedure, here's the log:

2011/11/27 02:59:51 ----- network initialization -------
2011/11/27 02:59:51 libcurl/7.16.4 zlib/1.2.2 initialized.
2011/11/27 02:59:51 ------ server initialization -------
2011/11/27 02:59:51 added 7 maps to the mapcycle
2011/11/27 02:59:51 ----- console initialization -------
2011/11/27 02:59:51 Console initialized.
2011/11/27 02:59:51 ------- video initialization -------
2011/11/27 02:59:51 SDL version: 1.2.14
2011/11/27 02:59:51 I: desktop depth: 32bpp
2011/11/27 02:59:51 I: video memory: 0
2011/11/27 02:59:51 I: Available resolutions: 1280x800 1280x768 1024x768 800x1280 800x600 768x1280 768x1024 640x480 600x800 480x640 (10)
2011/11/27 02:59:51 I: video driver: windib
2011/11/27 02:59:51 I: setting mode 0
2011/11/27 02:59:51 I: set swap control to 0
2011/11/27 02:59:51 I: 1280x800 (fullscreen: yes)
2011/11/27 02:59:51 I: got 8 bits of stencil
2011/11/27 02:59:51 I: got 24 bits of depth buffer
2011/11/27 02:59:51 I: got double buffer
2011/11/27 02:59:51 I: got 8 bits for red
2011/11/27 02:59:51 I: got 8 bits for green
2011/11/27 02:59:51 I: got 8 bits for blue
2011/11/27 02:59:51 I: got 8 bits for alpha
2011/11/27 02:59:51 I: got 0 multisample buffers
GL_VENDOR: Intel2011/11/27 02:59:51 GL_RENDERER: Intel Cantiga2011/11/27 02:59:51 GL_VERSION: 2.0.0 - Build 7.15.10.49802011/11/27 02:59:51 GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object 2011/11/27 02:59:51 2011/11/27 02:59:51 Activate texture compression for Intel chips - see cvar r_intel_hack
2011/11/27 02:59:51 using GL_ARB_texture_compression
2011/11/27 02:59:51 using GL_ARB_texture_non_power_of_two
2011/11/27 02:59:51 using GL_ARB_shading_language_100
2011/11/27 02:59:51 GLSL Version: 1.10  - Intel Build 7.15.10.4980
2011/11/27 02:59:51 using GL_ARB_framebuffer_object
2011/11/27 02:59:51 max draw buffers: 7
2011/11/27 02:59:51 max render buffer size: 2048
2011/11/27 02:59:51 max color attachments: 7
2011/11/27 02:59:51 using GL_ARB_draw_buffers
2011/11/27 02:59:51 max supported lights: 16
2011/11/27 02:59:51 max texture units: 8
2011/11/27 02:59:51 max texture coords: 8
2011/11/27 02:59:51 max vertex attributes: 16
2011/11/27 02:59:51 max texture size: detected 2048
2011/11/27 02:59:51 ...but using 1024 as requested
2011/11/27 02:59:51 Using low resolution globe textures as requested.
2011/11/27 02:59:51 R_LoadProgram: 'world' loaded.
2011/11/27 02:59:51 R_LoadProgram: 'warp' loaded.
2011/11/27 02:59:51 R_LoadProgram: 'geoscape' loaded.
2011/11/27 02:59:51 R_LoadProgram: 'combine2' loaded.
2011/11/27 02:59:51 R_LoadProgram: 'convolve3' loaded.
2011/11/27 02:59:51 R_LoadProgram: 'atmosphere' loaded.
2011/11/27 02:59:51 R_LoadProgram: 'simple_glow' loaded.
2011/11/27 02:59:51 SDL_image version 1.2.6
2011/11/27 02:59:52 SDL_ttf version 2.0.9 - we need at least 2.0.7

I am using Dell laptop with GMA and Intel 4 Series Express Chipset. Perhaps this graphic card isn't suitable?

Offline Sandro

  • Squad Leader
  • ****
  • Posts: 240
  • Maintenance guy for UFO:AI 3D engine
    • View Profile
Re: Game crash at the start up
« Reply #1 on: November 28, 2011, 04:31:03 pm »
It is a known problem. Our shaders are not compatible with GMA, you should disable them by starting the game with the following command (once is enough):

ufo.exe +set r_programs 0

And don't enable shaders in the options menu -- it will crash the game again.

PS: Mattn, maybe we should automaticaly disable shaders when Intel GMA is detected?

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Game crash at the start up
« Reply #2 on: November 29, 2011, 06:00:41 am »
@Sandro: yes - that would be an option - we already have a intel hack cvar for this - maybe we should use something like that for shaders, too

Offline TigerOn3

  • Cannon Fodder
  • **
  • Posts: 2
    • View Profile
Re: Game crash at the start up
« Reply #3 on: November 29, 2011, 09:13:29 am »
Thanks for replying. And how do I enter the commmand when the start up console appeared and then just exit byself in less than a second?

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: Game crash at the start up
« Reply #4 on: November 29, 2011, 09:37:30 am »
@shaders && intel

Just tested latest 2.4 dev on intel g35
does run as inteded

btw. At work i do have a lot of intel platforms i945 - sandy bridge

Code: [Select]
2011/11/29 09:24:49
----- network initialization -------
2011/11/29 09:24:49 libcurl/7.19.4 zlib/1.2.5 initialized.
2011/11/29 09:24:49
------ server initialization -------
2011/11/29 09:24:49 added 8 maps to the mapcycle
2011/11/29 09:24:49
----- console initialization -------
2011/11/29 09:24:49 Console initialized.
2011/11/29 09:24:49
------- video initialization -------
2011/11/29 09:24:49 SDL version: 1.2.14
2011/11/29 09:24:49 I: desktop depth: 32bpp
2011/11/29 09:24:49 I: video memory: 0
2011/11/29 09:24:49 I: Available resolutions: 1280x1024 1280x960 1280x768 1280x720 1280x600 1152x864 1024x768 800x600 640x480 640x400 512x384 400x300 320x240 320x200 (14)
2011/11/29 09:24:49 I: video driver: windib
2011/11/29 09:24:49 I: setting mode -1
2011/11/29 09:24:49 I: set multisample buffers to 0
2011/11/29 09:24:49 I: set swap control to 0
2011/11/29 09:24:50 I: 1024x768 (fullscreen: yes)
2011/11/29 09:24:50 I: got 8 bits of stencil
2011/11/29 09:24:50 I: got 24 bits of depth buffer
2011/11/29 09:24:50 I: got double buffer
2011/11/29 09:24:50 I: got 8 bits for red
2011/11/29 09:24:50 I: got 8 bits for green
2011/11/29 09:24:50 I: got 8 bits for blue
2011/11/29 09:24:50 I: got 8 bits for alpha
2011/11/29 09:24:50 I: got 0 multisample buffers
GL_VENDOR: Intel2011/11/29 09:24:50
GL_RENDERER: Intel Bear Lake B2011/11/29 09:24:50
GL_VERSION: 1.4.0 - Build 8.14.10.19302011/11/29 09:24:50
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_NV_texgen_reflection GL_ARB_depth_texture GL_WIN_swap_hint 2011/11/29 09:24:50
2011/11/29 09:24:50 Activate texture compression for Intel chips - see cvar r_intel_hack
2011/11/29 09:24:50 Set max. texture resolution to 1024 - see cvar r_intel_hack
2011/11/29 09:24:50 found GL_ARB_multitexture
2011/11/29 09:24:50 found GL_ARB_texture_compression
2011/11/29 09:24:50 using GL_ARB_texture_compression
2011/11/29 09:24:50 GL_ARB_texture_non_power_of_two not found
2011/11/29 09:24:50 found GL_EXT_texture_filter_anisotropic
2011/11/29 09:24:50 found GL_EXT_texture_lod_bias
2011/11/29 09:24:50 found GL_ARB_vertex_buffer_object
2011/11/29 09:24:50 GL_ARB_fragment_shader not found
2011/11/29 09:24:50 GL_ARB_shading_language_100 not found
2011/11/29 09:24:50 GLSL shaders unsupported by OpenGL implementation.
2011/11/29 09:24:50 GL_###_framebuffer_object not found
2011/11/29 09:24:50 Framebuffer objects unsupported by OpenGL implementation.
2011/11/29 09:24:50 Invalid value for cvar r_programs
2011/11/29 09:24:50 Invalid value for cvar r_postprocess
2011/11/29 09:24:50 max supported vertex texture units: 16
2011/11/29 09:24:50 max supported lights: 16
2011/11/29 09:24:50 max texture units: 8
2011/11/29 09:24:50 max texture coords: 8
2011/11/29 09:24:50 max vertex attributes: 16
2011/11/29 09:24:50 max varying floats: 41
2011/11/29 09:24:50 max fragment uniform components: 1024
2011/11/29 09:24:50 max vertex uniform components: 512
2011/11/29 09:24:50 max texture size: detected 2048
2011/11/29 09:24:50 ...but using 1024 as requested
2011/11/29 09:24:50 Using low resolution globe textures as requested.
2011/11/29 09:24:50 not using GLSL shaders
2011/11/29 09:24:50 SDL_image version 1.2.10
2011/11/29 09:24:51 SDL_ttf version 2.0.10 - we need at least 2.0.7
2011/11/29 09:24:52 Modified render related cvars
2011/11/29 09:24:52 glsl shutdown
2011/11/29 09:24:52 not using GLSL shaders
2011/11/29 09:24:52
------- sound initialization -------

Offline Kemlo

  • Rookie
  • ***
  • Posts: 66
    • View Profile
Re: Game crash at the start up
« Reply #5 on: November 29, 2011, 09:55:54 pm »
Thanks for replying. And how do I enter the commmand when the start up console appeared and then just exit byself in less than a second?
Edit the shortcut for UFO AI like this:

Offline Sandro

  • Squad Leader
  • ****
  • Posts: 240
  • Maintenance guy for UFO:AI 3D engine
    • View Profile
Re: Game crash at the start up
« Reply #6 on: December 18, 2011, 10:31:20 pm »
@shaders && intel

Just tested latest 2.4 dev on intel g35
does run as inteded

Check your log -- it says that shaders are disabled.