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[Fixed] Strife: Game freezes during area load after castle v

Sat, 07 Apr 2007 13:02:23

Visor

Hey, I've been using Vavoom for Strife, and I had a couple of minor bugs but nothing sincere (some tiles missing, game crashes randomly now and then) until now. Whenever I try to enter another area from the castle area, the game freezes, but I can still access the menu (as I can hear the sounds when I press esc), I can even leave the game then, although the screen remains frozen. My graphics card is a geforce 7650. I'm running Vavoom on Vista. It happened while using any mode (software rendering, opengl, direct3d). It has never happened before, and does not happen on previous savegames, so the problem seems to be the castle area (area 7). Area 6 (first part of the sewers) normally worked fine, but after going to the castle area it just freezes (as well as the new sewer area), so I don't think it's because of these areas. Here is the debug filereport. I think this is in line with other bugs Ive read about (Crimson Wizard's seems to output the same debug file but on different maps), but I don't know what to do about it: Init: Adding ./basev/common/basepak.pk3 Init: adding ./strife1.wad Init: adding ./strife1.gwa Init: adding ./voices.wad Init: Adding ./basev/strife/basepak.pk3 Init: Strife textures detected Init: Strife textures detected Init: Strife textures detected Init: Selected DirectSound sound device Init: ====================================== Init: Initialising DirectSound driver. Init: Selected Windows multimedia system midi device Init: Selected Windows CD audio device Dev: CDAudio: drive not ready Init: CDAudio_Init: No CD in player. Init: CD Audio Initialised Init: No HW channels available Init: Using 8 sound buffers Init: Selected DirectDraw software rasteriser Init: Winsock TCP/IP Initialised Init: WIPX_Init: Unable to open control socket DevNet: TCP/IP address INADDR_ANY Log: Executing startup.vs Log: Executing default.cfg Log: Executing config.cfg Log: Can't find autoexec.cfg Init: 1312k surface cache Log: 640x480x8. Log: Loading "moo3" Dev: Spawning server map07 Dev: CL_EstablishConnection: connected to local Dev: Client LOCAL connected Log: <-- server to client keepalive Log: --------------------------------------- Log: AREA 7: castle Log: Log: Can't find models/items/stimpack.md2 Log: Can't find models/items/medkit.md2 Log: Can't find models/items/surgkit.md2 Log: Can't find models/items/surgkit2.md2 Dev: Client level loaded Dev: 596 subdivides Dev: 598 seg subdivides Dev: 7k light mem Dev: Spawning server map06 Log: --------------------------------------- Log: AREA 6: sewers Log: Log: Can't find models/items/stimpack.md2 Log: Can't find models/items/medkit.md2 Log: Can't find models/items/surgkit.md2 Log: Can't find models/items/surgkit2.md2 Dev: Client level loaded Log: TSizeBuf::GetSpace: overflow Dev: Client message overflowed Is there an implementable solution, and if so what, or does it require a proper bugfix? Note that I have not used what I read about the 'external' programs for compiling or whatever.
Tue, 10 Apr 2007 19:11:53

Janis Legzdinsh

I see that it's a problem with networking. There have been huge number of changes in this area and most likely is not applicable anymore.
Wed, 23 May 2007 16:56:04

Janis Legzdinsh

Closing this as fixed.

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