Unofficial alpha 63, weekly build
Re: Unofficial alpha 63, weekly build
I'm having the same issue with Win7 64bit. A59 worked, but that's the last one I tried before this one.
Re: Unofficial alpha 63, weekly build
Hmm does the Windows version work for you guys if you install
http://www.microsoft.com/downloads/deta ... laylang=en
http://www.microsoft.com/downloads/deta ... laylang=en
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Re: Unofficial alpha 63, weekly build
Freshbite wrote:Please see the application event log for more detail."
man I mean it says it there right in your face, check the application log!
there you get more information
btw I'm dl atm, I'll see if it works for me
Re: Unofficial alpha 63, weekly build
So which file is the Application Log, huh?merlin1991 wrote:man I mean it says it there right in your face, check the application log!
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Re: Unofficial alpha 63, weekly build
you find it in system manage BUT:Freshbite wrote:So which file is the Application Log, huh?merlin1991 wrote:man I mean it says it there right in your face, check the application log!
I did dl the alpha and tested
I got the error
I checked the application log:
Code: Select all
Fehler beim Generieren des Aktivierungskontextes für "D:\spiele\Overgrowth - A63\Lugaru2.exe". Fehler in Manifest- oder Richtliniendatei "D:\spiele\Overgrowth - A63\Microsoft.VC80.OpenMP.MANIFEST" in Zeile 5. Die im Manifest gefundene Komponenten-ID stimmt nicht mit der ID der angeforderten Komponente überein. Verweis: Microsoft.VC80.OpenMP,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.4053". Definition: Microsoft.VC80.OpenMP,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.42". Verwenden Sie das Programm "sxstrace.exe" für eine detaillierte Diagnose.
edit:
I got og running by changing the Microsoft.VC80.OpenMP.MANIFEST to this:
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- Copyright © 1981-2001 Microsoft Corporation -->
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
<noInheritable/>
<assemblyIdentity type="win32" name="Microsoft.VC80.OpenMP" version="8.0.50727.4053" processorArchitecture="x86" publicKeyToken="1fc8b3b9a1e18e3b"/>
<file name="vcomp.dll" hash="641af563f63d31fb5c9828e2316effa02bbaafac" hashalg="SHA1"/>
</assembly>
Re: Unofficial alpha 63, weekly build
Well, whatever it did, it worked :P
Thanks mate.
Thanks mate.
Re: Unofficial alpha 63, weekly build
Mac version just crashes when I press 8 to summon Rabbot, on any map.
Guess the awesomeness of fully rigged Rabbot is too great for my computer to handle.
Guess the awesomeness of fully rigged Rabbot is too great for my computer to handle.
Last edited by Johannes on Tue Jan 26, 2010 3:23 pm, edited 1 time in total.
Re: Unofficial alpha 63, weekly build
Mine too (also mac). Also does it if you just click the rabbot button.jo-shadow wrote:Game (mac version) just crashes when I press 8 to summon rabbot, on any map.
Guess I'm not ready for the awesomeness yet =(
Re: Unofficial alpha 63, weekly build
Rabbot works fine for me. He's kinda glitchy, like a new-born or something...
Re: Unofficial alpha 63, weekly build
No Jeff, that did not fix it.Jeff wrote:Hmm does the Windows version work for you guys if you install
http://www.microsoft.com/downloads/deta ... laylang=en
Re: Unofficial alpha 63, weekly build
Merlin you are great!
Re: Unofficial alpha 63, weekly build
Seems to me you guys are experiencing the same 'fatal error C9999: unable to generate code, no legal types for program' error as I am, which results from some odd combination of Mac OS X 10.5 and the cubemapobjchar shader.h2ostra wrote:Mine too (also mac). Also does it if you just click the rabbot button.jo-shadow wrote:Game (mac version) just crashes when I press 8 to summon rabbot, on any map.
Guess I'm not ready for the awesomeness yet =(
Are you guys able to load in the IGF_Character models normally?
In order to get them to run on my machine, I've had to replace all mentions of 'cubemapobjchar' with just the 'cubemapobj' shader which is used by everything else.
Because I've been unable to locate the xml's for the rabbot or ragdolls, I've then gone and just duplicated and renamed the 'cubemapobj' shader ( the one that works ), and made replaced the non-functional 'cubemapobjchar' and 'cubemapobjcharrigged' shaders found in the GLSL directory.
The result is mixed: the character models (unrigged) now load just fine without changing the xml's, but when I press press '8' or click on the 'Rabbot' icon, I end up being able to run around but the model does not render. My frame-rate does take a drop though, which makes me think that the engine is still rendering all the joint movements and such.
The same goes for ragdolls. I can now drop them into the game without getting my good ol' fatal error, but I cannot actually see them. I see the dust made by one of them when it hit the brick though, so they are definitely there.
I am still playing around with trying to actually see this rigged rabbot which I find so tremendously exciting, and I will let you know if I make any headway.
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Re: Unofficial alpha 63, weekly build
Somebody make me a video :O
please.
please.
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Re: Unofficial alpha 63, weekly build
It looks good however I notice the terrain doesn't seem to cast shadows on the rabbot - You can stand in shade and you won't darken
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Re: Unofficial alpha 63, weekly build
Sigh, accidentally maxed the alphas download limit. Curse my instinct to close the computer lid before leaving the room.