02-16-2009, 05:49 PM | #81 |
Re: Birgers/JB's WinRott Port Thread Part 2
I tried the new WinROTTGL release with in-game joining last night.
I hosted a two-player game with an automatic frame rate. Right when I was through with setting up the game and got to the loading triad screen showing who's playing, WinROTT crashed, producing the typical Windows prompt that asks you if you want to send an error report. I tried it once again, and the same thing happened. |
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02-16-2009, 06:12 PM | #82 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'm up for a multiplayer game too - currently GMT+11 (Melbourne, Australia).
On a side note, every now and then WinRottGL crashes when trying to start the game with the following error: The instruction at "0x7c91aa01" referenced memory at "0x????????". The memory could not be "read" "0x????????" = memory location that's different each time. |
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02-16-2009, 06:18 PM | #83 | ||
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
My steps: - create new folder - copy the below files to folder Quote:
- due to glut32.dll not present, downloaded glut-3.7.6-bin.zip after a Google search and extracted glut32.dll to folder Let us know how you go. |
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02-16-2009, 06:21 PM | #84 |
Re: Birgers/JB's WinRott Port Thread Part 2
Here's a rar file containing the very dll's I use, if nothing else you've tried
works, download this and extract it in the same folder as winrottgl, backup your old files if you wish first: http://files.filefront.com/winrottgl.../fileinfo.html |
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02-16-2009, 07:11 PM | #85 |
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the post jbailey. In my case, all DLLs are exactly the same (confirmed via MD5).
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02-16-2009, 07:41 PM | #86 |
Re: Birgers/JB's WinRott Port Thread Part 2
You're able to run winrottgl now? If not, what was the error?
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02-16-2009, 10:05 PM | #87 |
Re: Birgers/JB's WinRott Port Thread Part 2
Netplay wasn't working for me initially. It would crash out how Neuro explained above.
WinRottGL (ingame join) has encountered a problem and needs to close... Error Signature AppName: winrottgl_full_v1.46.exe AppVer: 1.4.6.0 ModName: winrottgl_full_v1.46.exe ModVer: 1.4.6.0 Offset: 000f5f9c But in the folder I had copied all ROTT files across. To fix, I started fresh, copying only what was required, as per my reply to Neuro (post #93). However every now and then I'm getting the error explained in post #92. Closing and reopening tends to work, so it's intermittent at best. |
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02-16-2009, 10:12 PM | #88 |
Re: Birgers/JB's WinRott Port Thread Part 2
run dxdiag and hit the network tab, and make sure directplay is listed as
ok.. |
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02-16-2009, 10:29 PM | #89 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
OK). I can't say if the intermittent error happens for both multiplayer and local games - will have a try of both a bit later and update here with my findings. |
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02-17-2009, 04:18 AM | #90 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'm still getting the "WinRottGL (ingame join)" error when doing the following.
- start with fresh folder with required folders, i.e. no .ROT files or the other files generated after the first run of WinRottGL - run WinRottGL, NOT selecting Multiplayer - select Comm-Bat Game > (whichever game mode, try Normal) > Play Game > (whichever map) > (enter name) > (anyone BUT Taradino Cassatt) > (any colour) > (wait for crash...) Can someone confirm this happens for them? Would the WinRottGL.dbg file assist in determining what's going on? |
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02-17-2009, 06:10 AM | #91 |
Re: Birgers/JB's WinRott Port Thread Part 2
The same thing happens on my end also, this is a new bug (to me at least),
I'll report this bug to birger.. |
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02-17-2009, 06:49 AM | #92 |
Re: Birgers/JB's WinRott Port Thread Part 2
Thanks for the confirmation, jbailey. That could be the issue Neuro was also experiencing. I guess we wait for him to read this, and make sure he's using Taradino Cassatt for multiplayer games.
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02-19-2009, 06:07 PM | #93 |
Re: Birgers/JB's WinRott Port Thread Part 2
In regards to the above stated bug:
It should be fixed now, I didn't test the new ingame join in just that situation. Birger The new version isn't out yet though, I'll keep you posted... |
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02-19-2009, 06:32 PM | #94 |
Re: Birgers/JB's WinRott Port Thread Part 2
Awesome! Thanks for the update jbailey.
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02-19-2009, 09:32 PM | #95 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'm not sure if this is a reproducable bug, but it's been happening to me.
Trying to start a Multiplayer game under with all sound settings unchecked causes the following error: WinRott netplay: Choose A Connection: WinRottGL_Full_v1.46.exe - Application Error The instruction at "0x7c9369aa" referenced memory at "0x00000000". The memory could not be "read". Click on OK to terminate the program Click on CANCEL to debug the program Clicking OK gives another box... WinRott netplay: Choose A Connection: WinRottGL_Full_v1.46.exe - Application Error The instruction at "0x7c9110f9" referenced memory at "0x0008014a". The memory could not be "written". Click on OK to terminate the program The way I tested to confirm: - start with fresh WinRottGL files - uncheck all options in Sound Settings - run WinRottGL without Multiplayer option - quit normally, without playing the game - run WinRottGL again, this time selecting Multiplayer option - crash... Having at least one sound setting enabled, even if it's Use Soundfix on its own, causes the Multiplayer Connect box to open as per normal. Can anyone confirm this? Thanks |
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02-22-2009, 12:11 PM | #96 |
Re: Birgers/JB's WinRott Port Thread Part 2
I haven't tested it again, but back when I tried to play it twice, neither my friend nor did I play as Taradino Cassatt, so that may have been part of the issue. I also don't think I had all the appropriate DLL and graphics files.
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02-26-2009, 06:01 PM | #97 |
Re: Birgers/JB's WinRott Port Thread Part 2
Using a different code base for the net play is pretty much up to birger,
I've been beta testing a new version that's not out yet, I've been able to successfully connect between both of my pc's without problems, hopefully when the new version is out, it will perform better... |
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02-26-2009, 07:19 PM | #98 |
Re: Birgers/JB's WinRott Port Thread Part 2
Sounds promising, jbailey. Hopefully it's out for public consumption soon!
BTW, have you been playing with the shareware or full version of ROTT? Have you tried maps that aren't in the shareware version? If I recall, a second player joining on map Sign Language (an old personal fave!) would end up in a weird location (the sky?) and the game would crash - can't recall if it crashed for the host or joining person; I've tried so many scenarios to get a stable game happening locally. |
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03-05-2009, 11:43 PM | #99 |
Re: Birgers/JB's WinRott Port Thread Part 2
When I try to run WinRoTT I get an error message saying "This application failed to start because SDL_image.dll was not found. Re-installing the application may fix the problem."
There is no SDL_Image.dll file in the ROTT directory, but there are files named SDL.dll, SDL_mixer.dll and smpeg.dll ...Did I do something wrong?
__________________
You're beautiful when you're DYIN' |
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03-05-2009, 11:47 PM | #100 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
http://home14.inet.tele.dk/Bna-Info/DL_GlROTT.htm |
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03-06-2009, 12:25 PM | #101 |
Re: Birgers/JB's WinRott Port Thread Part 2
WinROTT works, but WinRottGL doesn't. I get the classic Microsoft "Report an error" window...wat?
__________________
You're beautiful when you're DYIN' |
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03-11-2009, 04:03 PM | #102 |
Re: Birgers/JB's WinRott Port Thread Part 2
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03-11-2009, 08:06 PM | #103 |
Re: Birgers/JB's WinRott Port Thread Part 2
Hey Tommy, still haven't. Haven't been gaming lately, will be soon. How's it progressing?
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03-13-2009, 11:48 PM | #104 |
Re: Birgers/JB's WinRott Port Thread Part 2
Oh hell yeah. Back from my heli trip.
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03-16-2009, 03:57 PM | #105 |
Re: Birgers/JB's WinRott Port Thread Part 2
here a pack with updated dlls for WinRottGL:
http://www.mediafire.com/download.php?yn0nywk4ymn Includes: Glut 3.7.6 SDL 1.2.13 SDL_image 1.2.7 SDL_mixer 1.2.8
Last edited by supergoofy; 03-16-2009 at 07:18 PM.
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03-18-2009, 07:01 PM | #106 |
Re: Birgers/JB's WinRott Port Thread Part 2
These are the latest versions that work. I had several problems with the very latest libraries on winrottgl 1.44.
Last edited by filipetolhuizen; 03-18-2009 at 07:07 PM.
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03-25-2009, 08:57 PM | #107 |
Re: Birgers/JB's WinRott Port Thread Part 2
It sounds like to me that your need to run the executable in administrator mode (if your
not already), if you are, and you know what the name of the directory is, manually create the directory, you could also ask the icculus guys what is going on if this doesn;t help... |
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03-26-2009, 06:11 AM | #108 |
Re: Birgers/JB's WinRott Port Thread Part 2
I haven't tested the net play on this particular version, birger was still
tweaking the net code, but I'm not sure what changes were made, I was concentrating on the other changes listed, and the directplay problem, I asked birger about the current source code, and he will probably post the code when he's finished with it... |
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04-05-2009, 08:48 PM | #109 |
Re: Birgers/JB's WinRott Port Thread Part 2
WinRottGL has got much better with the old skies and sound fixed. However, I prefered the old screen shaking rather than tilting when using the Firebomb.
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05-04-2009, 07:55 AM | #110 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'm having colossal problems with WinRottGL v1.48. I'm running Vista Business x64 SP1 using level files from RoTT Full sold on gog.com.
My problems are with mostly saves, I can't reload them, they're always corrupt. Quick-loading when I've got a game in-progress works, but only for the first level, it's completely stuffed on the second level. Also when I quick-save Always Run gets turned off. The game always crashes at the same point on the first level, when I'm rushing through the level (w/ always run on) with the "God Mode" power-up. I've tried doing fresh installs and running the game in Vista's Administrator mode, the same problems always persist. My specs:- Intel Core 2 Duo E8500 @ stock speeds 4GB DDR2-1000 RAM Nvidia Geforce 9800GT 512MB @ stock speeds Auzen X-Fi Prelude Asus P5Q Pro DirectX redist - March 2009 Nvidia Forceware driver v185.81 Windows Vista Business x64 SP1 I've attached my dxdiag.txt and a sample save. Thanks in advance.
Last edited by EvaUnit02; 05-04-2009 at 07:58 AM.
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05-04-2009, 04:57 PM | #111 |
Re: Birgers/JB's WinRott Port Thread Part 2
If possible, try turning off 1 of your processor cores, and try again... If the
problem persists, try installing winrottgl in its own folder with no other files in the folder other then what it actually needs to run, delete your *.rot files and let the game re-generate them, let me know how this goes... |
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05-04-2009, 08:57 PM | #112 |
Re: Birgers/JB's WinRott Port Thread Part 2
Is there a way to stop the vertical view from auto-centering whenever I kill someone?
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05-06-2009, 06:26 AM | #113 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
But a modern program should really have multi-core support. Could you please ask Birger and Jarred to work on this? Thanks in advance. |
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05-08-2009, 09:37 PM | #114 |
Re: Birgers/JB's WinRott Port Thread Part 2
winrottgl never crashed for me. I don't use autorun, however, but I keep shift pressed for most of the time.
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05-09-2009, 05:30 AM | #115 | |
Re: Birgers/JB's WinRott Port Thread Part 2
Quote:
__________________
アーティスト |
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05-09-2009, 07:33 AM | #116 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'd like to save the entire rott forum, but actually, I've never moved a entire
forum over to another location, I'll have to figure out how to do that first, then I'll be glad to move the forum... ---------- Post added at 07:33 AM ---------- Previous post was at 07:19 AM ---------- Found a program to do this, running now... |
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05-09-2009, 11:33 PM | #117 |
Re: Birgers/JB's WinRott Port Thread Part 2
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05-09-2009, 11:49 PM | #118 |
Re: Birgers/JB's WinRott Port Thread Part 2
I'm not sure what you mean, could you give more information? (a screenshot for
example), you can change the level of detail, but I don't quite understand the centering reference... |
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05-12-2009, 01:20 AM | #119 |
Re: Birgers/JB's WinRott Port Thread Part 2
Hey JB, thanks for replying. I don't have a screenshot now because I don't have ROTT installed on this PC, but basically what happens is like this: let's say I aim downwards and shoot at an enemy's feet. When he dies, my view auto-centers (looks up automatically)
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05-12-2009, 06:02 AM | #120 |
Re: Birgers/JB's WinRott Port Thread Part 2
That might be fixable, but there is no option you can set to turn that off
that I know of, some of the code that controls the death scenes, would have to be re-written, but I think it's fixable, I mention this to birger as soon as I can... |
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