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 XSP 3.0 crashing on new game (solved) 
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Rank 3
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Joined: Sat Jan 03, 2015 4:22 pm
Posts: 6
Just bought and downloaded XSP 3.0 with both patches. Fast sex seems to work fine, but anytime I try to start a new game, the game closes when I select my character. I don't get any error messages and it happens with oculus mode on or off.

I'm running oculus sdk 4.4, windows 8.1, gtx 980 with drivers 347.09.


Sat Jan 03, 2015 7:36 pm
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Rank 11
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Joined: Thu Jan 01, 2015 2:29 pm
Posts: 71
Can you provide the content of the trace.txt file in the root directory?


Sat Jan 03, 2015 8:35 pm
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@PornulusRift

Please contact us in the support section and send the 'trace.txt' file (located in install directory, see FAQ).

And/or post it on the forum.


Sat Jan 03, 2015 8:55 pm
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Joined: Sat Jan 03, 2015 4:22 pm
Posts: 6
This is from running without the rift on:

////////////////////////////////////////////////////////////
// X Moon Productions (c) 2012
////////////////////////////////////////////////////////////

Version: (3.0.0003)
Build: 64 bits
Release: Full
Date: 2015/01/03 19:50:25

////////////////////////////////////////////////////////////
// System
////////////////////////////////////////////////////////////

OS: Microsoft Windows 8.1 Pro|C:\Windows|\Device\Harddisk1\Partition4
Cpu: Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (5820K: 32663 Mb)
Graphics-card: NVIDIA GeForce GTX 980 (17592186044415 Mb)
Sound-card: USB Audio Device

////////////////////////////////////////////////////////////
// Oculus Rift
////////////////////////////////////////////////////////////

Oculus Rift was not detected

////////////////////////////////////////////////////////////
// DirectX
////////////////////////////////////////////////////////////

DIRECTX_VERSION: 11.0

////////////////////////////////////////////////////////////
// Graphics device
////////////////////////////////////////////////////////////

D3D_VERTEX_PROCESSING: HARDWARE

D3D_ADAPTER_DESCRIPTION: NVIDIA GeForce GTX 980
D3D_ADAPTER_VERSION: 9.18.13.4709

D3DMULTISAMPLE_2_SAMPLES: 8,8
D3D_MAX_TEXTURE_BLEND_STAGES: 8
D3D_MAX_SIMULTANEOUS_TEXTURES: 8
D3D_MAX_TEXTURE_SIZE: 16384,16384
D3D_PIXELSHADER_VERSION: 3.0
D3D_VERTEXSHADER_VERSION: 3.0

////////////////////////////////////////////////////////////
// Sound devices
////////////////////////////////////////////////////////////

Device[0]: Default
Device[1]: Primary Sound Driver
Device[2]: Speakers (Logitech G930 Headset)
Device[3]: Speakers (Realtek High Definition Audio)
Device[4]: Realtek Digital Output (Realtek High Definition Audio)

////////////////////////////////////////////////////////////
// Current sound device
////////////////////////////////////////////////////////////

DeviceId: 0
DeviceName: Default
Channel[1]: SPEAKER_FRONT_LEFT
Channel[2]: SPEAKER_FRONT_RIGHT


ERROR: Code failed in file '.\physics\object\npt_object\physics_npt_object_collide_skin.cpp', line 1360: Error


Sun Jan 04, 2015 12:51 am
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
@PornulusRift

Please reinstall the DK2 patch and send us the trace.txt in the support section.


Sun Jan 04, 2015 12:53 pm
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Joined: Sat Jan 03, 2015 4:22 pm
Posts: 6
I opened the account manager and noticed there is a new version of the (non-DK2) patch. So I downloaded and installed it, and now I can start a new game.

Thanks!


Sun Jan 04, 2015 4:29 pm
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Joined: Sat Jan 03, 2015 4:22 pm
Posts: 6
Nevermind, its sitll broken. After that DK2 mode wasn't working so I reinstalled the DK2 patch also. Now it breaks on new game again, but the crash is different now. Before the game would just close, now windows shows a not responding prompt at least. Here is the new trace.txt.


////////////////////////////////////////////////////////////
// X Moon Productions (c) 2012
////////////////////////////////////////////////////////////

Version: (3.0.0003)
Build: 64 bits
Release: Full
Date: 2015/01/04 11:33:15

////////////////////////////////////////////////////////////
// System
////////////////////////////////////////////////////////////

OS: Microsoft Windows 8.1 Pro|C:\Windows|\Device\Harddisk1\Partition4
Cpu: Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (5820K: 32663 Mb)
Graphics-card: NVIDIA GeForce GTX 980 (17592186044415 Mb)
Sound-card: USB Audio Device

////////////////////////////////////////////////////////////
// Oculus Rift
////////////////////////////////////////////////////////////

PRODUCT_NAME: Oculus Rift DK2
MANUFACTURER: Oculus VR
VERSION: 2.12


////////////////////////////////////////////////////////////
// Graphics unit
////////////////////////////////////////////////////////////

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 980/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 347.09

GL_MAX_TEXTURE_UNITS_ARB: 16
GL_MAX_TEXTURE_SIZE: 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: 51

GL_EXTENSIONS:
GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_viewport_index
GL_AMD_vertex_shader_layer
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_compute_shader
GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_NV_internalformat_sample_query
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_query_buffer_object
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex
GL_EXT_raster_multisample
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_sparse_texture2
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_filter_minmax
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_import_sync_object
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_context_flush_control
GL_KHR_debug
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_KTX_buffer_region
GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture
GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent
GL_NV_blend_square
GL_NV_compute_program5
GL_NV_conditional_render
GL_NV_conservative_raster
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_draw_texture
GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility
GL_NV_explicit_multisample
GL_NV_fence
GL_NV_fill_rectangle
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_coverage_to_color
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_fragment_shader_interlock
GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough
GL_NV_gpu_program4
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_path_rendering_shared_edge
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_sample_locations
GL_NV_sample_mask_override_coverage
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_viewport_array2
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NVX_nvenc_interop
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control

GL_ERROR:
no error

////////////////////////////////////////////////////////////
// Pixel format
////////////////////////////////////////////////////////////

pfd.dwFlags:
PFD_SUPPORT_OPENGL
PFD_DOUBLEBUFFER
PFD_DRAW_TO_WINDOW
NOT PFD_NEED_PALETTE
NOT PFD_TYPE_RGBA
NOT PFD_TYPE_COLORINDEX

pfd.cColorBits: 32
pfd.cDepthBits: 24
pfd.cStencilBits: 8

////////////////////////////////////////////////////////////
// Sound devices
////////////////////////////////////////////////////////////

Device[0]: Default
Device[1]: Primary Sound Driver
Device[2]: Speakers (Logitech G930 Headset)
Device[3]: Speakers (Realtek High Definition Audio)
Device[4]: Realtek Digital Output (Realtek High Definition Audio)

////////////////////////////////////////////////////////////
// Current sound device
////////////////////////////////////////////////////////////

DeviceId: 0
DeviceName: Default
Channel[1]: SPEAKER_FRONT_LEFT
Channel[2]: SPEAKER_FRONT_RIGHT


WARNING: Cannot be here (2): -1.#IO, -1.#IO, -1.#IO


WARNING: Cannot be here (0): -1.#IO, -1.#IO, -1.#IO


Sun Jan 04, 2015 4:36 pm
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Rank 3
Rank 3

Joined: Sat Jan 03, 2015 4:22 pm
Posts: 6
It's working for me now with the latest dk2 patch, thanks!


Mon Jan 05, 2015 1:20 pm
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