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Messages - Ultraken

#106
Here's another build for everyone to try.  It has a bunch of changes:


  • Replaced MemDebug allocation with normal memory allocation
  • Removed the virtual memory exception handler to allow "normal" crash reports
  • Fixed faint alpha-blended sprites
  • Forced Z-buffering on and Z-split off to fix rendering problems
  • Added an emergency fix for bad geometry data
  • Fixed an AI invalid floating-point operation that crashed the second NSDF mission
  • Fixed slow mouse turning at high frame rates 8)
Battlezone D3D9

Usual reminders:
1. This build requires the Visual C++ 2008 SP1 Redstributable Package
2. If using a retail install, rename the "splash" folder to "splash_" to disable Windows 7's compatibility layer
3. If running on Windows Vista or 7, make the install folder writable
4. If having trouble, try the DirectX End-User Runtime Web Installer
#107
That second SP mission crash was two Soviet wingmen spawning at the exact same location so the obstacle-avoidance code performed an invalid floating-point operation.  Those are especially nasty since they render subsequent calculations invalid as well, cascading through the game until it goes down in flames.

I caught that by enabling floating-point exceptions, which turned up some bad geometry as well.  I put an emergency fix in the geometry loader since invalid surface normals and face planes will screw up the renderer.
#108
Battlezone 1 Patch Board / Re: Work In Progress
December 07, 2009, 11:53:37 PM
Too much is never enough!
#109
Battlezone 1 Patch Board / Battlezone Modeling
December 07, 2009, 11:53:09 PM
Awesome!   :-D
#110
Since it works for some people and not others, I need to figure out what's different for those having problems.

It would be helpful if people having problems described their BZ install (retail CD, BZ98 installer, and so forth) and how they are running the new executable (including renaming it).  Several people over at battlezone1.freeforums.org are having problems too.  Also, system specs such as operating system version might help identify commonalities.  (It'd be so much easier if it was failing on one of my Windows 7 machines so I could diagnose it...)

Now that the D3D9 renderer is semi-stable, this failure to start is the biggest issue.
#111
Quote from: sabrebattletank on December 07, 2009, 12:09:50 AM
I still get the "Sorry, there is not enough memory to continue.
Please make sure that you have at least 50MB free on your hard drive and that virtual memory is not disabled" version
About a dozen places in the application can generate that message, but it does narrow things down a little.

Quote
and when run in compatibility for XP, it hangs. Was there a fix for this aside from running in compatibility mode?
That I don't know.

Quote
I'm on 7 64 bit with 4 gigs RAM.
Same here, actually.

Quote from: Commando on December 07, 2009, 12:17:38 AM
The application was unable to start correctly (0xc0000005).  Click OK to close the application.
Hm.  That doesn't help much, unfortunately.

While it's a lot to ask, could you install Visual C++ 2008 Express?  Once you've done that, unpack the debug symbol file I posted earlier to the same location as the executable and run the game as usual.  When it crashes, run VC++ and connect to bzone.exe with Tools > Attach to Process... and maybe it'll show something useful.
#112
That I don't know.  It doesn't seem to as far as I can tell.

I put the debug symbol file here if you want to try starting it in Visual C++ 2008 Express.  Maybe it'll give us a meaningful result.

Since I have an up-to-date map file, could you post the addresses it lists in the AV?  I might be able to figure out where it's crashing.
#113
Try the DirectX End-User Runtime Web Installer.  It might have something to do with the version of DirectX.
#114
Possibly, but it runs fine on my Windows 7 64-bit desktop computer...
#115
Hm.  Well, I have a new build up for everyone to try.
#116
Once again, it's time for a new executable.  I fixed some performance problems with the renderer, and included some bonus gameplay fixes: seismic wave screwing up the terrain, and a divide-by-zero error in the AI that could make things go haywire.

As an experiment, I simplified virtual memory allocations used by the terrain and high-level rendering system, which may or may not help with the DEPs.  (It now commits the full amount instead of reacting to access violations and committing memory incrementally.)

By popular demand, I removed the CD check (for now) so everyone can test more easily.  I don't know if that's a good idea long-term, but I'll burn that bridge when I get to it.  :D

Battlezone D3D9

(As usual, it's hosted on my NAS)

Quick reminders:
1. this build requires the Visual C++ 2008 SP1 Redstributable Package
2. if using a retail install, rename the "splash" folder to "splash_" to disable Windows 7's compatibility layer
3. if running on Windows Vista or 7, make the install folder writable
4. if you have trouble starting it, try the DirectX End-User Runtime Web Installer
#117
Battlezone 1 Patch Board / Re: Experimental D3D9 Build
December 06, 2009, 06:38:40 PM
Z-buffering?  We've evolved beyond the need for z-buffering!  :D
#118
Battlezone 1 Patch Board / Re: Experimental D3D9 Build
December 06, 2009, 01:38:07 PM
Also, one potential workaround to the crash on startup is to disable DEP for bzone.exe.  That may or may not fix it for you, but it's worth trying.
#119
Battlezone 1 Patch Board / Re: Experimental D3D9 Build
December 06, 2009, 12:06:24 PM
I'm still using BZ's software T&L pipeline, so I don't think it's that.
#120
Battlezone 1 Patch Board / Re: Experimental D3D9 Build
December 06, 2009, 12:48:36 AM
Hm.  I'm not sure what that's about.

I'll have a new build tomorrow since I just discovered that I was submitting geometry wrong, so this build doesn't have nearly the performance it should.  When I switched over to the correct way, I went from 3-5 FPS on my laptop to 100-150 FPS.  That's a fairly unusual case, but everyone should see a substantial boost.