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bergerbern
I'm New! Laugh At Me!

Registered: Aug 2002
Location: Norwich,UK
Posts: 4

Tech data Crash

Hi Guys

Awesome mod having a lot of fun playing, just wanted to ask if anyone else is having the problem i am.

Version 1.1 everything installed (sound Hi-res etc)

Windows 98SE 512MB Ram 80Gb AMD XP1700+ HDD Abit KG7 Mobo Geforce2 MX400 64MB DDR Ram Happened on my last setup as well AMD K6 500

I have installed Freespace 2 to one drive on my computer and Againon another drive as babylon 5,that way i have the best of both worlds I can play both without losing my saved games for either. The problem is only happening on the Babylon 5 game.

If I go to the Tech data Screen I can access the Ships and Intelligence without a problem but when i click on weapons the game crashes straight back to the desktop, i am assuming is a bab5 prob as it does not happen in the Freespace 2 setup on the other logical drive, any idea's is it something i can fix by editing the registry. the error log text starts with the following but goes on quite a bit and it is the same message every time



FS2 caused an Access Violation in module FS2.EXE at 017f:004c666f.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 8/22/2002 22:29:00.
J:\BABYLON 5\FS2.EXE, run by Bernard Grant.
1 processor(s), type 586.
512 MBytes physical memory.
Read from location ffffffff caused an access violation.

this does not happen accessing weapons in freespace 2


Any idea's


burgerbern

Last edited by bergerbern on 08-28-2002 at 10:04 AM

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Old Post 08-28-2002 09:46 AM
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bergerbern
I'm New! Laugh At Me!

Registered: Aug 2002
Location: Norwich,UK
Posts: 4

Tech data Crash

Hi Guys

Awesome mod having a lot of fun playing, just wanted to ask if anyone else is having the problem i am.

Version 1.1 everything installed (sound Hi-res etc)

Windows 98SE 512MB Ram 80Gb AMD XP1700+ HDD Abit KG7 Mobo Geforce2 MX400 64MB DDR Ram Happened on my last setup as well AMD K6 500

I have installed Freespace 2 to one drive on my computer and Againon another drive as babylon 5,that way i have the best of both worlds I can play both without losing my saved games for either. The problem is only happening on the Babylon 5 game.

If I go to the Tech data Screen I can access the Ships and Intelligence without a problem but when i click on weapons the game crashes straight back to the desktop, i am assuming is a bab5 prob as it does not happen in the Freespace 2 setup on the other logical drive, any idea's is it something i can fix by editing the registry. the error log text starts with the following but goes on quite a bit and it is the same message every time



FS2 caused an Access Violation in module FS2.EXE at 017f:004c666f.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 8/22/2002 22:29:00.
J:\BABYLON 5\FS2.EXE, run by Bernard Grant.
1 processor(s), type 586.
512 MBytes physical memory.
Read from location ffffffff caused an access violation.

this does not happen accessing weapons in freespace 2


Any idea's


burgerbern

Last edited by bergerbern on 08-28-2002 at 10:04 AM

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Old Post 08-28-2002 09:46 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

We are aware of the problem.

Few others might remember what causes the crash in weapons tech, I don't.

If I remember correctly, there is currently no fix for this.
Not that it really matters, there's only very few weapons included in release 1.

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Old Post 08-28-2002 10:29 AM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

We are aware of the problem.

Few others might remember what causes the crash in weapons tech, I don't.

If I remember correctly, there is currently no fix for this.
Not that it really matters, there's only very few weapons included in release 1.

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Old Post 08-28-2002 10:29 AM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

You get that crash as soon as the weapons.tbl gets modified. The simple solution is don`t look at weapons in the Tech database Not really an enormous loss, more of a niggle.

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Old Post 08-28-2002 11:26 AM
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Greco
Face

Registered: Oct 2001
Location: Massachusetts
Posts: 175

My PC crashes when I start a TBP mission with the graphics up to max. I have to enter the mission with graphics on lowest, then once I am in mission, I can turn graphics up back to max and it runs fine.

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Old Post 08-28-2002 11:36 AM
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Shark
Babylon Project

Registered: Aug 2001
Location: Estonia
Posts: 263

If I remember correctly, only thing sed it the R1 weapons tech was that 40mm pulse is the primary EA fighter weapon, or something like that. So its not a big loss.

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Old Post 08-28-2002 02:25 PM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

quote:
Originally posted by Greco
My PC crashes when I start a TBP mission with the graphics up to max. I have to enter the mission with graphics on lowest, then once I am in mission, I can turn graphics up back to max and it runs fine.


Does that happen with normal FS2 missions?

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Old Post 08-28-2002 04:22 PM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

quote:
Originally posted by Greco
My PC crashes when I start a TBP mission with the graphics up to max. I have to enter the mission with graphics on lowest, then once I am in mission, I can turn graphics up back to max and it runs fine.


Does that happen with normal FS2 missions?

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)

Supreme Overlord of The Mercury Affair Campaign.

FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]

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Old Post 08-28-2002 04:22 PM
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Greco
Face

Registered: Oct 2001
Location: Massachusetts
Posts: 175

no

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Old Post 08-28-2002 06:01 PM
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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392

This is a widely recognized MOD problem. I THINK making a new pilot clears it up...but the Source Code people are patching that error up. Essentially, the Ship Tech area is very good at expanding and contracting to fit the data in ships.tbl but the Weapons one is aweful.

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Old Post 08-28-2002 08:38 PM
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BabProj Team
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Registered: Apr 2001
Location:
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This is a widely recognized MOD problem. I THINK making a new pilot clears it up...but the Source Code people are patching that error up. Essentially, the Ship Tech area is very good at expanding and contracting to fit the data in ships.tbl but the Weapons one is aweful.

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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218

whos working on the hacks? I hear ashrak was out of that business.

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Old Post 08-28-2002 08:57 PM
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bergerbern
I'm New! Laugh At Me!

Registered: Aug 2002
Location: Norwich,UK
Posts: 4

Thanx guys

if its a known problem i wont worry, as someone said theres not a lot there, i was just worried in case it was a problem at my end. I do not get any other probs so am exstatically happy about game so far
wish i could code so i could help out, but i cannot do vb4 unless i have a manual handy so i doubt i would pick this up

burgerbern

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Old Post 08-28-2002 09:22 PM
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bergerbern
I'm New! Laugh At Me!

Registered: Aug 2002
Location: Norwich,UK
Posts: 4

Thanx guys

if its a known problem i wont worry, as someone said theres not a lot there, i was just worried in case it was a problem at my end. I do not get any other probs so am exstatically happy about game so far
wish i could code so i could help out, but i cannot do vb4 unless i have a manual handy so i doubt i would pick this up

burgerbern

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Old Post 08-28-2002 09:22 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Yep.... creating a new pilot fixes it.

I think - IIRC - it's because the game only parses in all the weapons entries when a pilot is created, so there's no space allocated for new additions.

(in other words, you're not intended to alter weapons.tbl with an existing pilot)

There's a similar but minor prob to do with the ships displayed in the techroom.......

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Old Post 08-29-2002 05:54 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Yep.... creating a new pilot fixes it.

I think - IIRC - it's because the game only parses in all the weapons entries when a pilot is created, so there's no space allocated for new additions.

(in other words, you're not intended to alter weapons.tbl with an existing pilot)

There's a similar but minor prob to do with the ships displayed in the techroom.......

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Old Post 08-29-2002 05:54 PM
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FSF Ashrak
Post Count Weenie

Registered: Sep 2001
Location: Estonia
Posts: 1362

quote:
Originally posted by haderak
whos working on the hacks? I hear ashrak was out of that business.



what hacks i dun hack hides in the corner

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Old Post 08-29-2002 06:01 PM
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Ashark
I'm New! Laugh At Me!

Registered: May 2002
Location: Estonia
Posts: 1024

quote:
Originally posted by haderak
whos working on the hacks? I hear ashrak was out of that business.



what hacks i dun hack hides in the corner

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Edwin
Hannibal

Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402

quote:
Originally posted by FSF Ashrak



what hacks i dun hack hides in the corner



yeah. I bet the biggest system you ever cracked was your Granmas cookie jar.

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