GlasWolf on 25/7/2005 at 18:32
I had a hunt through the ibt file with a text editor and found a reference to C:\Davids\Thief3\Content\T3\SkeletalMeshes\ambient_beetle.pro. I thought it might be something to do with the path, so I tried installing T3 to the above path and even copying that file in from the editor install, but no joy. However, it does raise the question - why is there an explicit path and filename within the ibt file? Obviously that could cause other problems further down the line.
Ziemanskye on 25/7/2005 at 19:49
Is there any way to tell when you hit that problem (as in at 35Mb out of 40Mb or whatever)? I've had problems with oversized ibt files missing the npc's meshes/anims before, and it I think it's to do with crossing some size limit.
potterr on 25/7/2005 at 20:12
not sure if its to do with a file size being too big as the crash occurs quite early in the load so I would say that it would be hitting something very early on in the IBT (not sure what the order is but I would presume that it would be the entry.GMP first then the IBT file, so maybe in teh first 10-20% of the IBT).
SneaksieDave on 25/7/2005 at 22:46
Just got home, and ran 't3.exe zSchism'.........
and I'm there. :ebil: It works!
So, does that mean Entry is the problem?
nobody on 25/7/2005 at 22:57
it's crashing on me too. very early on 25-30 percent into load. any help?
Ziemanskye on 25/7/2005 at 23:51
Everyone ignoring my calls for the error messages, and I know I'm not the only one with access to the t3MainOptVersion of the exe...
Crashing early in the ibt, I still tend to think of it as missing file because it's too big, but then I have no real rationaly explanation for thinking that way other than version a works and version b (more npc types) doesn't because it's missing a whole load of anims and skeletal meshes that I think ought to be in the ibt.
Extrapolating from that, it's still loading the skins when a little counte tells it shouldn't be anymore, so throws a wobbler because it's taking longer than some daft variable thinks it should be.
Just an idea, before anyone gets upity. Not founded in reality to any useful degree.
But Sneaksie, you got it to go from a shortcut?
Okay, I wonder if this is going to have to fall into workaround #2. I had problems with the game bombing out before it finished loading before, though I wasn't going through the Entry map/new game button, and found that I could still get it to load if you loaded a smaller map and then teleported across.
I'd say the entry map would be cabbaged, but I don't think it'd work at all if that was it. Hmmm. Need more info. (but at least we're hitting this before we find everyone else having these problems for Komags comp)
SneaksieDave on 26/7/2005 at 02:10
Heh, yep, I was in the process of trying to get you a nice clean t3main.log, when... it worked! I used 't3.exe zSchism' from a command line. Haven't played it yet, but it sure looks sweet. :thumb:
GlasWolf on 26/7/2005 at 03:29
I did a fresh T3 install, patched to 1.1, copied in the editor files, copied the FM files and renamed T3MainOptVersion.exe. As per most reports, it CTD after about 20% of the loading graph. Log (
http://www.glaswolf.net/images/thief/T3Main-original.log) here.
I then approximately doubled the three vertex pool entries in default.ini and the loading graph reaches about 40% before crashing to a generic Windows "T3.exe has encountered a problem..." error. Log (
http://www.glaswolf.net/images/thief/T3Main-vertexpools.log) here.
HTH.
Edit: Just for clarification, I started from the command line as per Sneaksie's post each time.
potterr on 26/7/2005 at 07:49
mine looks very much the same as GlasWolf's (
http://www.potterdevelopments.org.uk/fm/T3Main.log) here.
It seems to indicate that the Entry Map has loaded ok (line 177) but it does also indicate that the vertex does need to be increased.....and lots of missing files or pointers.
Ziemanskye on 26/7/2005 at 11:30
Well, the :
Code:
WARNING: TriangleGroup::read_vertex_buffer failed to create static vertex buffer from pool 3 (may have to increase its size)![ 6015] (.\Source\Render\TriangleGroup.cpp : 1613)
ERROR: TriangleGroup::load_archetype - Serialized index is out of range (-18)! [ 6015] (.\Viktoria\Viki_Errors.cpp : 662)
part says we definately need to increase the vertex pools. (so much for a small mission then...). I think pool 3 is the static shadow vertex pool.
I up mine by putting a 0 on the ends, but since it's then generating missing resourses errors for people, I'm falling back to the (mythical) time-out error.
erm. :erg: :erm: :grr: :erm: