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2.8.1 start FATAL ERROR

Posted: Sat May 12, 2012 10:33 pm
by Akina
Windows 8 Consumer Preview 32 (6.2 8250)
GeForce 7300 GT
Nvidia 296.17
Spoiler: log
Starting Egoboo 2.8.1 ...
INFO: PhysFS file system version 2.0.0 has been initialized...
INFO: Initializing high-performance counter...
INFO: Frequency is 2597705 hz
INFO: Initializing clock services...
INFO: Loaded setup file - "C:\Users\Akina Hiizumi\AppData\Roaming\egoboo\setup.txt".
INFO: Initializing SDL version 1.2.14... Success!
INFO: Intializing SDL Timing Services... Success!
INFO: Intializing SDL Event Threading... Success!
INFO: Intializing SDL Joystick... Success!
INFO: Intializing SDL Video... Success!
INFO: Opening SDL Video Mode...

==============================================================
SDL set video mode to the current parameters

SDL window parameters
width == 800, height == 600, depth == 24

SDL flags
windowed
SDL software surface
SDL single buffer
OpenGL support
OpenGL-compatible blitting

SDL_GL_Attribtes
SDL_GL_RED_SIZE == 8
SDL_GL_GREEN_SIZE == 8
SDL_GL_BLUE_SIZE == 8
SDL_GL_ALPHA_SIZE == 0
SDL_GL_BUFFER_SIZE == 32
SDL_GL_DEPTH_SIZE == 24
SDL_GL_DOUBLEBUFFER == 1
SDL_GL_STENCIL_SIZE == 0
SDL_GL_ACCUM_RED_SIZE == 16
SDL_GL_ACCUM_GREEN_SIZE == 16
SDL_GL_ACCUM_BLUE_SIZE == 16
SDL_GL_ACCUM_ALPHA_SIZE == 16
SDL_GL_STEREO == 0
SDL_GL_MULTISAMPLEBUFFERS == 0
SDL_GL_MULTISAMPLESAMPLES == 1
SDL_GL_ACCELERATED_VISUAL == 0
SDL_GL_SWAP_CONTROL == 0

SDL using video driver - windib
==============================================================

OpenGL state parameters
gl_version == 2.1.2
gl_vendor == NVIDIA Corporation
gl_renderer == GeForce 7300 GT/AGP/SSE2
gl_extensions == GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 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_format_BGRA8888 GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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
glu_version == (null)
glu_extensions == (null)

GL_MAX_MODELVIEW_STACK_DEPTH == 32
GL_MAX_PROJECTION_STACK_DEPTH == 4
GL_MAX_TEXTURE_STACK_DEPTH == 10
GL_MAX_NAME_STACK_DEPTH == 128
GL_MAX_ATTRIB_STACK_DEPTH == 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH == 16

GL_SUBPIXEL_BITS == 12
GL_POINT_SIZE_RANGE == 1.000000 - 63.375000
GL_POINT_SIZE_GRANULARITY == 0.125000
GL_LINE_WIDTH_RANGE == 0.500000 - 10.000000
GL_LINE_WIDTH_GRANULARITY == 0.125000

GL_MAX_VIEWPORT_DIMS == 4096, 4096
GL_AUX_BUFFERS == 1
GL_RGBA_MODE == TRUE
GL_INDEX_MODE == FALSE
GL_DOUBLEBUFFER == TRUE
GL_STEREO == FALSE
GL_RED_BITS == 8
GL_GREEN_BITS == 8
GL_BLUE_BITS == 8
GL_ALPHA_BITS == 0
GL_INDEX_BITS == 0
GL_DEPTH_BITS == 24
GL_STENCIL_BITS == 0
GL_ACCUM_RED_BITS == 16
GL_ACCUM_GREEN_BITS == 16
GL_ACCUM_BLUE_BITS == 16
GL_ACCUM_ALPHA_BITS == 16

GL_MAX_LIGHTS == 8
GL_MAX_CLIP_PLANES == 6
GL_MAX_TEXTURE_SIZE == 4096

GL_MAX_PIXEL_MAP_TABLE == 65536
GL_MAX_LIST_NESTING == 64
GL_MAX_EVAL_ORDER == 8

GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT == 16.000000
==============================================================
Success!
INFO: Initializing the SDL_ttf font handler version 2.0.10... Success!
INFO: net_initialize: Networking not enabled.
INFO: Initializing SDL_Image version 1.2.10... Success!
INFO: Intializing SDL Audio... Success!
INFO: Initializing SDL_mixer audio services version 1.2.11... Success!
INFO: Initializing module linking... Success!
INFO: Resetting module data
INFO: Loading module "mp_modules/healer.mod"
INFO: net_initialize: Networking not enabled.
FATAL ERROR: chr_instance_get_framefx() - invalid frame 65535/9
INFO: memory_cleanUp() - Attempting to clean up loaded things in memory... INFO: Resetting module data
Success!
INFO: Exiting Egoboo 2.8.1 the good way...
2.8.1

Re: 2.8.1 start FATAL ERROR

Posted: Sat May 12, 2012 11:33 pm
by penguinflyer5234
For whatever reason my Egoboo 2.8.1 on my old Win XP box is being slow :|
The healer starter "works" as in it loads and displays, but didn't actually test any animations.
Can you tell us what you were doing?

Re: 2.8.1 start FATAL ERROR

Posted: Sat May 12, 2012 11:53 pm
by Akina
attack and items works, error after moving in any directions

Re: 2.8.1 start FATAL ERROR

Posted: Sun May 13, 2012 3:15 pm
by bgbirdsey
The error above is with one of the models/animations used in the healer module, and when the animation it told to loop back to the beginning it is getting an undefined frame number [ undefined animation frame == -1 (16 bit signed integer) == 65535 (16 bit unsigned integer) ]. Since there are only 9 frames in total, this isn't the healer model.