Homeworld 2 meets Star Trek: Armada 2. Set in over all four Star Trek eras you will find three superbly balanced factions to face off against one another, the Alpha Quadrant superpowers! The versatile United Federation of Planets, the formidable Klingon Defence Force and the enigmatic Romulan Star Empire.

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Stargazer42
Stargazer42 STC Developer
Nov 11 2012, 3:37am Anchor

Hi,

What graphics card are you using?

If you use a built in graphics card (e.g. Intel HD 4000) and your bug looks similar to the pic four posts above or the pic in this other thread: Moddb.com
then - sadly - there is no solution (yet). Instead of playing with the new shaders, you could try using the old shaders (this version comes with the ModDB version of STC).

To show a sceenshot, you first have to upload your screenshot somewhere (for example on your ModDB user page (--> images)). Then when you reply to a thread, you can click on the little icon with a tree (right to the "c++ code" icon, left to the "film strip" icon). A window will pop up allowing you to specify the URL to your uploaded screenshot.

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Nov 11 2012, 11:07pm Anchor

 :/ I don't know how to find out what graphics card I have...so silly, I know
However, I have a screenshot which I can now, thanks to your awesome information-sharing, show to you. I perused the other images, and, although they are similar in nature to the screenshot which I am about to show, they are in many ways quite different. For example, these odd colors only overlay the intended shaders. I can still see them, but there is what looks like a green force field (lol...) covering them. Also, when I turn on shadows, these texture problems reduce significantly, but not completely. Here's the screenshot. It's not the greatest quality, but its the best I can do.

errroooorrrr

Actually, here is a better comparison of the visual anomaly with and without shadows:

Without shadows, their is considerable visual distortion:
hmmmmmmm

With shadows, the distortion is only visible in places where these shadows are not activated:

hmmmmmmm

You can barely see the distortion in the second picture, but I assure you , it is there, especially when there is movement.

Stargazer42
Stargazer42 STC Developer
Nov 12 2012, 1:03pm Anchor

Hmm, this doesn't look good. But it's not identical to the issues with the Intel graphics cards.

Lets find out which graphics card you have. There are different ways to do this. First one:

  1. Click Start.
  2. On the Start menu, click Run.
  3. In the Open box, type "dxdiag" (without the quotation marks), and then click OK.
  4. The DirectX Diagnostic Tool opens. Click the Display tab.
  5. On the Display tab, information about your graphics card is shown in the Device section. You can see the name of your card, as well as how much video memory it has.

Another one:

  1. Click Start
  2. On the Start menu, right click on Computer.
  3. Click on Properties.
  4. (Windows 7/Vista: click on Advanced System Settings)
  5. Click the Hardware tab.
  6. Click on Device Manager.
  7. Expand the tree in the Device Manager and search for the Display Adapters item.
  8. Expand the Display Adapters item. You should now see the name of your graphics card.

Please post the name of your graphics card (or if you are unsure upload a screenshot). It'd also be interesting if the Hw2.log says anything interesting. You can find the log file in ..\Homeworld2\Bin\Release\Hw2.log. Please copy the content and post it here.

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Nov 20 2012, 8:23am Anchor

Hmmm...ok. I think this is the name of the graphics card: Mobile Intel(R) 4 Series Express Chipset Family

Oh, and here is the log you requested:

Wed Jul 25 23:03:45 2012 Loaded Archive: 'Homeworld2.big' UTIL -- filepath failure, path doesn't exists 'C:\Program Files (x86)\Sierra\Homeworld2\data\locale\english' Loaded Archive: 'english.big' Loaded Archive: 'STC_main.big' Loaded Archive: 'STC_shader2.big' Loaded Archive: 'STC_fonts.big' Uing ..profiles\ for profiles folder Changing from a 32 bit colour depth in winNT (6.0 build 6002), Service Pack 2 Using Intel's 2.0.0 - Build 7.15.10.1545 Intel Cantiga renderer (Suspected driver is ialmgicd.dll 0) Loaded Archive: 'englishSpeech.big' Loaded Archive: 'Music.big' SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte Built by : mrbuild Data path : C:\Program Files (x86)\Sierra\Homeworld2\data Program "!!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;########################################################## Modified by CnlPepper to implement per-pixel lighting ############################################################# IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B### NOTE: All shader operations calculated in EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB rawNormal = fragment.texcoord[4]; # interpolated eye space normalATTRIB rawVertex = fragment.texcoord[5]; # interpolated eye space vertex positionATTRIB lightTypeA = fragment.texcoord[6]; # flags the type of light for lights 0-3 (0=directional, 1=point)ATTRIB lightTypeB = fragment.texcoord[7]; # flags the type of light for lights 4-7 (0=directional, 1=point)OUTPUT outColour = result.color;TEMP temp;TEMP normal, vertextù Program Info:Error, line 382: parameter binding limit exceeded (max = 32, used = 36).Error, line 382: temporaries binding limit exceeded (max = 16, used = 19).Error, line 382: instruction limit exceeded (max = 96, used = 203). Could not load !!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;########################################################## Modified by CnlPepper to implement per-pixel lighting ############################################################# IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B### NOTE: All shader operations calculated in EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB rawNormal = fragment.texcoord[4]; # interpolated eye space normalATTRIB rawVertex = fragment.texcoord[5]; # interpolated eye space vertex positionATTRIB lightTypeA = fragment.texcoord[6]; # flags the type of light for lights 0-3 (0=directional, 1=point)ATTRIB lightTypeB = fragment.texcoord[7]; # flags the type of light for lights 4-7 (0=directional, 1=point)OUTPUT outColour = result.color;TEMP temp;TEMP normal, tù Program "!!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################################ Modified by CnlPepper to implement per-pixel lighting with parallax mapping ################################################################################### NOTE: All shader operations calculated in TANGENT SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB lightDir = fragment.texcoord[2]; # texture coordinatesATTRIB eyeVec = fragment.texcoord[3]; # texture coordinatesPARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file)PARAM materialSpecExp = state.material.shininess; # material shininess defined in .st filePARAM misc = { 0, 0.5, 1.0, 2.0 };OUTPUT outCtù Program Info:Error, line 127: temporaries binding limit exceeded (max = 16, used = 19). Could not load !!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################################ Modified by CnlPepper to implement per-pixel lighting with parallax mapping ################################################################################### NOTE: All shader operations calculated in TANGENT SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB lightDir = fragment.texcoord[2]; # texture coordinatesATTRIB eyeVec = fragment.texcoord[3]; # texture coordinatesPARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file)PARAM materialSpecExp = state.material.shininess; # material shininess defined in .st filePARAM misc = { 0, 0.5, 1.0, 2.0 };OUTPUtù Program "!!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################### Modified by CnlPepper to implement bright specular reflections ###################################################################ATTRIB texPos = fragment.texcoord[0]; # texture coordinateATTRIB iDiff = fragment.color.primary; # texDiff interpolated colorATTRIB iSpec = fragment.color.secondary; # specular interpolated colorPARAM misc = { 0, 0.5, 1, 2 };OUTPUT outColour = result.color;TEMP temp;TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow;TEMP normal;TEMP diffuse, specular;TEMP colBase, colStripe, nBase, nStripe, colour, final;TEMP fogColour;### SAMPLE TEXTURESTEX texDiffOn, texPos, texture[0], 2D;TEX texDiffOff, texPos, texture[1], 2D;TEX texGlowOn, texPos, texture[2], 2D;TEX texGlowOff, texPos, texture[3], 2D;### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTURESMtù Program Info:Error, line 77: temporaries binding limit exceeded (max = 16, used = 18). Could not load !!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################### Modified by CnlPepper to implement bright specular reflections ###################################################################ATTRIB texPos = fragment.texcoord[0]; # texture coordinateATTRIB iDiff = fragment.color.primary; # texDiff interpolated colorATTRIB iSpec = fragment.color.secondary; # specular interpolated colorPARAM misc = { 0, 0.5, 1, 2 };OUTPUT outColour = result.color;TEMP temp;TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow;TEMP normal;TEMP diffuse, specular;TEMP colBase, colStripe, nBase, nStripe, colour, final;TEMP fogColour;### SAMPLE TEXTURESTEX texDiffOn, texPos, texture[0], 2D;TEX texDiffOff, texPos, texture[1], 2D;TEX texGlowOn, texPos, texture[2], 2D;TEX texGlowOff, texPos, texture[3], 2D;### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTUREtù Program "!!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;########################################################## Modified by CnlPepper to implement per-pixel lighting ############################################################# NOTE: All shader operations calculated in EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB iNormal = fragment.texcoord[4]; # interpolated eye space surface normal from vertex shaderATTRIB iVertPos = fragment.texcoord[5]; # interpolated eye space vertex position from vertex shaderPARAM lightDir = state.light[0].position; # main light positionPARAM lightHalf = state.light[0].half; # main light half vectorPARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file)PAtù Program Info:Error, line 123: temporaries binding limit exceeded (max = 16, used = 18). Could not load !!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;########################################################## Modified by CnlPepper to implement per-pixel lighting ############################################################# NOTE: All shader operations calculated in EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB iNormal = fragment.texcoord[4]; # interpolated eye space surface normal from vertex shaderATTRIB iVertPos = fragment.texcoord[5]; # interpolated eye space vertex position from vertex shaderPARAM lightDir = state.light[0].position; # main light positionPARAM lightHalf = state.light[0].half; # main light half vectorPARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st filtù Program "!!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################################ Modified by CnlPepper to implement per-pixel lighting with parallax mapping ################################################################################### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vecttù Program Info:Error, line 419: parameter binding limit exceeded (max = 32, used = 37).Error, line 419: temporaries binding limit exceeded (max = 16, used = 24).Error, line 419: instruction limit exceeded (max = 96, used = 218). Could not load !!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################################ Modified by CnlPepper to implement per-pixel lighting with parallax mapping ################################################################################### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eytù Program "!!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################# Modified by CnlPepper to implement an advanced planet shader #################################################################### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vectorATTRIB rawVertex = fragment.texcoord[5]; # intertù Program Info:Error, line 363: parameter binding limit exceeded (max = 32, used = 33).Error, line 363: temporaries binding limit exceeded (max = 16, used = 30).Error, line 363: instruction limit exceeded (max = 96, used = 156). Could not load !!ARBfp1.0OPTION ARB_precision_hint_fastest;#OPTION ARB_precision_hint_nicest;################################################################# Modified by CnlPepper to implement an advanced planet shader #################################################################### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.ATTRIB texPos = fragment.texcoord[0]; # texture coordinatesATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vectorATTRIB rawVertex = fragment.texcoord[5]; #tù Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter GAME -- Using player profile David Resetting fp control word. CmdLine: -mod STC_main.big;STC_shader2.big;STC_fonts.big -w 1280 -h 800 Starting Level: data:LevelData\Multiplayer\stdeathmatch\JUPITER.LEVEL

Stargazer42
Stargazer42 STC Developer
Nov 20 2012, 2:16pm Anchor

Sad news, you are having one of these Intel graphics cards, which don't like HW2 (or the other way around). I'm sorry, but as far as I know there is no fix for this.

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Nov 20 2012, 9:55pm Anchor

...shucks...well, that's a bummer. :(

Dec 15 2012, 9:08am Anchor

Hello Everyone,
This is the crash report I have for what keeps happening to me:

Sat Dec 15 09:00:59 2012
Uing ..profiles\ for profiles folder
GAME -- Using player profile Player1
Changing from a 32 bit colour depth in winNT (6.0 build 6002), Service Pack 2
Using NVIDIA Corporation's 3.3.0 GeForce 9300 GE/PCIe/SSE2/3DNOW! renderer (Suspected driver is nvoglnt.dll 0)
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: Sajuuk-Khar - AutoBuild3498 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files\Sierra\Homeworld2\data
No mapping for font 'GenericSubtitleFont' - using 'default'
Resetting fp control word.
CmdLine: -mod STC_main.big;STC_shader1.big;STC_fonts.big
do not show again has not been hooked up properly for this dialog. you must give your message a name
Starting Level: data:LevelData\Multiplayer\stdeathmatch\BLACK HOLE.LEVEL
parameter: attempt to call global `SetStartFleetSuffix' (a nil value)
stack traceback:
1: function `OnInit' at line 170 [string ""]
SCAR ERROR: could not find OnInit function in rule file (data:LevelData\Multiplayer\DEATHMATCH.LUA) -- FATAL EXIT -- scar/223:! --stack trace-- 0x0062519F: getLibraryID (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x004948BF: GSLobbySessionDesc::operator= (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe) 0x0049034A: GSLobbySessionDesc::operator= (C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe)

Any suggestions would really help?

Stargazer42
Stargazer42 STC Developer
Dec 15 2012, 11:44am Anchor

You have to install the patch for Homeworld 2. Look here for the patch: Moddb.com

// EDIT
Good news! The Release beta TNG content update fixes previous graphics issues on Intel graphics cards. Download it here: Moddb.com
(Set your lightning settings to medium in the options if you encounter completely black ships)

Edited by: Stargazer42

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May 3 2013, 5:17pm Anchor

Fri May 03 22:15:03 2013 Loaded Archive: 'Homeworld2.big' UTIL -- filepath failure, path doesn't exists 'F:\Program Files (x86)\Sierra\Homeworld2\data\locale\english' Loaded Archive: 'english.big' Loaded Archive: 'STC_main.big' Loaded Archive: 'STC_shader2.big' Uing ..profiles\ for profiles folder GAME -- Using player profile Admiral Haze Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 3 Using NVIDIA Corporation's 4.3.0 GeForce GTX 460/PCIe/SSE2 renderer (Suspected driver is nvoglnt.dll 0) Loaded Archive: 'englishSpeech.big' Loaded Archive: 'Music.big' SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte Built by : mrbuild Data path : F:\Program Files (x86)\Sierra\Homeworld2\data Resetting fp control word. CmdLine: -mod STC_main.big;STC_shader2.big -w 1280 -h 960 Creating new profile name:Admiral Benton folder:..\PROFILES\Profile2\ GAME -- Using player profile Admiral Benton GAME -- Using player profile Admiral Benton Starting Level: data:LevelData\Multiplayer\stdeathmatch\PLANET X.LEVEL FED_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points! ROM_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points! KNG_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points! RESEARCH ERROR: target of "KNG_TMP_Research_Tree" is invalid (target is ""), setting to no upgrade target RESEARCH ERROR: target of "KNG_TMP_Flagship_Tree" is invalid (target is ""), setting to no upgrade target KNG_TNG_BOMBER is marked as captureable in the shiptuning but has no capture points! KNG_TNG_FIGHTER is marked as captureable in the shiptuning but has no capture points! Killing player 3 () at time 0.000000

Keeps crashing when attempting to skirmish. Have tried creating a new profile, game type, starting fleet, map - a whole host of different combinations, but always crashes when trying to load the level. Help?

Nathanius
O
N
L
I
N
E
Nathanius STC Developer
May 3 2013, 5:53pm Anchor

The ships marked as capturable without capture points don't affect the game, and the research errors as well, there's no error there which might indicate what's going on with the crash... Can you try a map without a planet?

--

Nathan
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ネイサンモルラ
내슨올라
เนิะทาน


Remember, no matter where you go, there you are.

Stargazer42
Stargazer42 STC Developer
May 3 2013, 5:58pm Anchor

Maps without planets are: all 'Homeworld 2 Classic' maps, Pillars of Creation, The Well, Deep Space and all randomly generated maps.

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Temeter
Temeter Official Tester
May 4 2013, 11:58am Anchor

So, your update finally brought me back to homeworld 2 once again. Btw did this mod look always that good? Anyway, to add sdomething more substantial:

The game crashed two times. One time just after klicking on launch game in the skirmish menu, and the second time on a random map with feds against roms. The romulan outpost was just about exploding, and my fleet was warping away. I didn't remember about the error log in the launcher, but I checked the one of hw2. In both occasions it says:

Homeworld2.exe caused an Access Violation in module MSVCR70.dll

Which, if it's of any help or not, is at least different from all the other collected error logs. Another older problem also occured: The light sources on the ships went out and everything aside from the downsides of the ships and stations (which were probably illuminated by the sun) was black. Interestingly, i noticed this after a battle, where most of my fleet was destroyed. Later, when i rebuilt my fleet - which was now far bigger than before - the lights suddenly worked again. I also made a few pictures of that one, in case they might help.

I also had a problem with the sound at one point. When i zoomed out from my fleet, i still heard the engine sounds of my ships. It worked later again, but I didn't have the chance to check, if this was connected to a special ship.

Sorry, i have to make a new post. The formating in this software is terrible, at least when using opera. So, until now every random map with more than 2 Players crashed for me. Also every map with closed slots seems to crash. I also had a crash on a 2p random map, though. Sometimes it crashes before, and sometimes after loading btw. To give you some logs:

Sat May 04 17:16:36 2013
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Loaded Archive: 'STC_main.big'
Loaded Archive: 'STC_shader2.big'
Loaded Archive: 'STC_fonts.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Player1
Changing from a 32 bit colour depth in winNT (6.1 build 7600),
Using NVIDIA Corporation's 4.3.0 GeForce GTX 660/PCIe/SSE2 renderer (Suspected driver is nvoglnt.dll 0)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Homeworld2\data
Resetting fp control word.
CmdLine: -mod STC_main.big;STC_shader2.big;STC_fonts.big -w 1920 -h 1080 -noMovies -luatrace
Starting Level: data:LevelData\Multiplayer\stdeathmatch\2P RANDOM MAP.LEVEL
ROM_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
FED_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
Background is Sanghelios
Rom_TNG_ResourceController_DockPathOpen_OnSet
Fed_TNG_ResourceController_DockPathOpen_OnSet
Rom_TNG_ResourceController_DockPathOpen_OnPause
Fed_TNG_ResourceController_DockPathOpen_OnPause
Rom_Starbase_DockPathClose_OnSet
Fed_Starbase_DockPathClose_OnSet
Rom_TNG_ResourceController_DockPathClose_OnPause
Rom_TNG_ResourceController_DockPathOpen_OnSet
Fed_TNG_ResourceController_DockPathClose_OnPause
Fed_TNG_ResourceController_DockPathOpen_OnSet
Rom_TNG_ResourceController_DockPathOpen_OnPause
Fed_TNG_ResourceController_DockPathOpen_OnPause
Rom_Starbase_DockPathClose_OnSet
Fed_Starbase_DockPathClose_OnSet
Rom_TNG_ResourceController_DockPathClose_OnPause
Rom_TNG_ResourceController_DockPathOpen_OnSet
Rom_Starbase_DockPathClose_OnSet

Sat May 04 18:11:15 2013
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Loaded Archive: 'STC_main.big'
Loaded Archive: 'STC_shader2.big'
Loaded Archive: 'STC_fonts.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Player1
Changing from a 32 bit colour depth in winNT (6.1 build 7600),
Using NVIDIA Corporation's 4.3.0 GeForce GTX 660/PCIe/SSE2 renderer (Suspected driver is nvoglnt.dll 0)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Homeworld2\data
Resetting fp control word.
CmdLine: -mod STC_main.big;STC_shader2.big;STC_fonts.big -w 1920 -h 1080 -noMovies -luatrace
Starting Level: data:LevelData\Multiplayer\stdeathmatch\4P RANDOM MAP.LEVEL
ROM_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
KNG_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
RESEARCH ERROR: target of "KNG_TMP_Research_Tree" is invalid (target is ""), setting to no upgrade target
RESEARCH ERROR: target of "KNG_TMP_Flagship_Tree" is invalid (target is ""), setting to no upgrade target
KNG_TNG_BOMBER is marked as captureable in the shiptuning but has no capture points!
KNG_TNG_FIGHTER is marked as captureable in the shiptuning but has no capture points!
FED_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
Background is System
Killing player 3 () at time 0.000000

Stargazer42
Stargazer42 STC Developer
May 4 2013, 2:04pm Anchor

Temeter! It's been too long :)

First thing: Black ships and stations.
There's a simple fix for this, set the lightning settings in the options to medium. I had the same problem and since I changed the lightning settings, it didn't re-occur. I don't know why this happens, must be some driver issue with modern graphics cards.

Opera:
I know what you mean. Use shift+Enter to create new lines.

Access Violation:
I'm clueless. But it would be interesting if the Windows event log (Ereignisprotokoll) says anything more specific.

Sound:
Can't help here, I'm sorry. Must also be an incompatibility of HM2 with modern systems.

Random Maps:
That's very odd. And again I'm clueless.

Error Logs:
The error log accessable from the of the launcher is the one of HW2. 'Sadly' there's nothing in your logs, which justifies a crash.

There are not many advice that I can give you. First thing you should try is delete your old HW2 profile and create a new one. (best to delete anything in \Homeworld2\Bin\Profiles). If that doesn't help try reinstalling everything (HW2 and the mod), although I doubt this will change anything.

Edited by: Stargazer42

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May 4 2013, 4:41pm Anchor

First off, liking what I'm seeing, save the bugs. (I always do for some reason :D ) Haven't had a chance to try out MVAM and putting the Galaxy class through the guillotine yet, and Defiants seem to outlive Sabres, which is cool (YEY ABLATIVE ARMOR!!!).

Back on topic. I see it wasn't just me experiencing the "black ships". Had that problem since Beta came out. I never bothered to say anything because I assumed it was just my old lame-ass graphics card having a seizure 'cause I had everything maxed. I found, however, that destroying most of the enemy fighters and miners fixes it most of the time.

With this new patch (and a better graphics card), my game crashes starting a skirmish and when "motherships" blow up.

I'd like to help, but I don't know where to start. Just let me know what y'all need.

Stargazer42
Stargazer42 STC Developer
May 4 2013, 5:30pm Anchor

All help is invariably appreciated to get this mod smoothly running for everyone.

Black ships and stations:
There's a simple fix for this, set the lightning settings in the options to medium (you will not experience any graphical downgrade by this). It's a common problem, I have it, too. It's still unknown, why this happens.

A good starting point for helping debugging is the HW2 log. It's located here: \Homeworld2\Bin\Release\HW2.log. If you use the launcher, then there's also a button which automatically opens it. Just post it here, if you encounter an error; we'll do the analysis :)

If HW2 repeats crashing without an apparent reason, as a first step delete your old HW2 profile and create a new one. (best to delete anything in \Homeworld2\Bin\Profiles.)

Edited by: Stargazer42

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May 4 2013, 9:30pm Anchor

Sun May 05 08:31:58 2013
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\english'
Loaded Archive: 'english.big'
Loaded Archive: 'STC_main.big'
Loaded Archive: 'STC_shader2.big'
Loaded Archive: 'STC_fonts.big'
Uing ..profiles\ for profiles folder
Changing from a 32 bit colour depth in winNT (6.1 build 7601), Service Pack 1
Using NVIDIA Corporation's 4.3.0 GeForce GT 630/PCIe/SSE2 renderer (Suspected driver is nvoglnt.dll 0)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\Program Files\Sierra\Homeworld2\data
Resetting fp control word.
CmdLine: -mod STC_main.big;STC_shader2.big;STC_fonts.big -w 1600 -h 900
Creating new profile name:Vector folder:..\PROFILES\Profile1\
GAME -- Using player profile Vector
binding for hotkeyId:9 not found
binding for hotkeyId:19 not found
Starting Level: data:LevelData\Multiplayer\stdeathmatch\MARS.LEVEL
FED_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
ROM_TNG_OUTPOST is marked as captureable in the shiptuning but has no capture points!
Killing player 1 (C) at time 2518.105713

edit: crashed as enemy valdore explodes

Edited by: SkullFour

Temeter
Temeter Official Tester
May 5 2013, 4:46am Anchor

Made a new profile, but until now every single time i killed a starbase the game crashes and the last error log entry says killing player ... at time ...
Which ist interestingt, because shouldn't the player be allowed to continue if he still has a yard and freighters? Otherwise games with open slots always crash with a message like 'Killing player 2 () at time 0.000000'.

Stargazer42
Stargazer42 STC Developer
May 5 2013, 7:10am Anchor

Just as in Temeter's logs, there's nothing critical.

Killing player X () at time 0.000000 is a sign for an empty player slot. Empty players are killed at the beginning of a match. (Player slots start counting at 0)

Freighters were excluded from the 'Destroy Production' Win condition, because they cannot provide anything harmful against the enemy.

Can you guys post your PC specs? And can you also check, if there's anything in the Windows event log?
(Control Panel > Administrative Tools > Event Viewer > Windows Logs > Applications)
(Systemsteuerung > Verwaltung > Ereignisanzeige > Windows-Protokolle > Anwendung)

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Temeter
Temeter Official Tester
May 5 2013, 7:56am Anchor

Nope, there is nothing in the protocolls.
Specs are:
Windows 7 64bit
Athlon X4 640
Geforce GTX660 + latest drivers
8GB DDR3-1333 RAM
Soundblaster XFi Gamer + Modded Drivers (which never caused problems, compared to original ones^^)
I think that is everything what might be important? There is nothing special about it.

Edited by: Temeter

May 5 2013, 8:17am Anchor

Hm, after much time dl this, I can't play ot woth my friends via hamachi. The game says we have different versions, even though we have all v 1.1 of HW2 vanilla and the Beta release and the content upgrade installed. Anyone has a suggestion how to get over this issue?

Stargazer42
Stargazer42 STC Developer
May 5 2013, 8:36am Anchor

Try to use an identical HW2.exe. HW2 can be veeeeeeery picky in multiplayer.

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May 5 2013, 12:57pm Anchor

mine are:
Windows 7 32 bit
Asus P5G41TM LX3 motherboard
Intel Pentium D 3.00 GHz
4GB (3.50 usable) RAM
GeForce GT630

That's everything except for the power supply and the DVD writer.

Stargazer42
Stargazer42 STC Developer
May 6 2013, 4:28pm Anchor

Hmm, now we have two almost completely different computers and both suffer from yet different, but similar problems. Does default HW2 work fine for you boths? Is it only a problem which occurs with the new patch installed or has the old 'Release beta' version the same problem? Do you guys have latest drivers, firmwares, chipsets, DirectX, etc. installed? Do you run any special anti-virus or system optimization software in the background?

May 6 2013, 8:40pm Anchor

HW2 runs fine. No crashes before installing the patch, either. My drivers aren't up to date and everything else is how they came out of the box.

Temeter
Temeter Official Tester
May 7 2013, 5:22am Anchor

Same goes for me: HW2 runs fine, other mods or even the earlier beta version didn't have problems. No optimization programs, either. I'll try disabling norton and unneccessary background programs, but i doubt it will change anything. I was wrong by the way about a crash while destroying starbases. It just happens when players are eliminated from the game.

edit: Okay, now suddenly everything works without crashes. I'll try to see if the problem was actually connected to a background program.
On a further note, Was that intentional the talon lost his cloaking ability? The description still lists it.

I also tried the dominion alliance. First i researched the alliance, he sent ships, which then attacked me after i run out of ressources. So i killed the dominion ships, but shortly after that i got the message 'welcome to the dominion'. Again reinforcements arrived, again they attacked me when my ressources ran out, again the alliance was renewed shortly after destroying them. Is it really supposed to work that way?Also, I found it impossible to keep up with payments even for a minute, even though I had 5 klingon mining freighters and over 20 miners.

Also, the nebulas on the mars map again started killing ships. Lost some cloaked fighters there.

edit2: Restarted my pc, and the game continues to crash. I tried again disabling everything in the background, including lan-connection, firewall and windows update. Nothing works.

Edited by: Temeter

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