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Messages - Ultraken

#76
Looks like someone needs to update the BZ98 installer...  :lol:

Anyway, I'll start including that in future experimental builds.  I'm not sure why the original one would start for some people and not others, but I guess that will remain a mystery...

I noticed the new DLL was a lot larger.  Where did it come from?
#77
That fixed it.  Awesome!   :-D
#78
That particular test was done with a BZ98 install since I was at work.
ANET2.DLL: 95804 bytes, 7/7/1998 3:58PM
WINETS2.DLL: 32768 bytes, 6/15/2004 9:24PM
#79
BZ2's rendering system is so fundamentally different and deeply integrated with the rest of the engine that it would be almost impossible to use without performing a full "engine transplant".  It was easier to work within the existing system, and I learned a lot by doing it.
#80
I managed to coerce a call stack out of the application, and the access violation occurs deep inside NTDLL.DLL as part of something ANET2.DLL is doing.  After loading debug symbols, the call stack indicated a validation failure inside AllocateHeap.  Unfortunately, the call stack trails off after that.

If this is an Activnet thing, it's going to be a hard problem to fix.
#81
Here we go again...

Battlezone D3D9

I put it on BetaDudes this time so downloads should be more reliable than hosting it on my NAS.

Changes:

  • Added support for 32-bit frame buffer, enabled by default.  Disable in render.cfg "[D3D]" section with "Buffer32=0"
  • Enabled dithering for 16-bit frame buffer
  • Fixed fog color not getting set properly (e.g. in first Soviet mission)
  • Turned off base address randomization so I can get meaningful results from crash reports :)
  • Removed unused library dependencies
  • Fixed calculation of v_mag_inv for small v_mag, which may fix some rare collision issues
  • Fixed invalid floating-point operations in AI lateral movement, which should increase mission stability
  • Added support for setting vsync, enabled by default.  Disable in render.cfg "[D3D]" section with "Vsync=0"
  • Re-added support for setting Z-buffer, since removing it broke software renderering.  Hardware rendering is much faster with it enabled, almost 2x on my desktop computer.
  • Switched seismic wave and explosion shake to Perlin noise.  The explosion shake is currently very weak, so it'll get tweaked later.

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
#82
I may swipe Nathan's sound system from BZ2.   :-D
#83
The preferences thing is definitely on the list of things to do.

The problem with the saves is the shell itself, which is not the easiest to modify.
#84
Looking into it further, there's a little hourglass next to the icon indicating that the DLL is a delayed load.  The 64-bit version of Dependency Walker gave me errors, but the 32-bit version just posted a warning.

It turns out that BZ does use SYSTEM32.DLL to send email in the network shell, so I wasn't able to get rid of it.  I did, however, remove some genuinely unused default dependencies.

I also turned off base address randomization so I'll be able to look up crash addresses in the map file when I try it at work tomorrow.
#85
That's what I get as well.
#86
Hm.  I put it on Betadudes, but you can also get it from my local network here
#87
Several people on the battlezone1.freeforums.com get it too.  It's the biggest issue right now.
#88
Now that I can reproduce the crash at will, I can start trying to fix it.  Of course, randomized base address means I can't use the map file to figure out where it crashed...   :-P
#89
I'm going to see if I can reproduce the problem on my work computer, which runs Vista 64-bit.

Update: I get the same crash on startup.
#90
That result from Dependency Walker is immensely helpful.  Now I just need to figure out what those are, where they come from, and why the application wants them.