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[ 8 posts ] |
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XSP 3.0 crashing on new game (solved)
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PornulusRift
Rank 3
Joined: Sat Jan 03, 2015 4:22 pm Posts: 6
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Just bought and downloaded XSP 3.0 with both patches. Fast sex seems to work fine, but anytime I try to start a new game, the game closes when I select my character. I don't get any error messages and it happens with oculus mode on or off.
I'm running oculus sdk 4.4, windows 8.1, gtx 980 with drivers 347.09.
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Sat Jan 03, 2015 7:36 pm |
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spsps18
Rank 11
Joined: Thu Jan 01, 2015 2:29 pm Posts: 71
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Can you provide the content of the trace.txt file in the root directory?
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Sat Jan 03, 2015 8:35 pm |
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xpadmin
Site Admin
Joined: Thu Feb 07, 2013 11:16 am Posts: 1930
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@PornulusRift Please contact us in the support section and send the 'trace.txt' file (located in install directory, see FAQ). And/or post it on the forum.
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Sat Jan 03, 2015 8:55 pm |
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PornulusRift
Rank 3
Joined: Sat Jan 03, 2015 4:22 pm Posts: 6
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This is from running without the rift on:
//////////////////////////////////////////////////////////// // X Moon Productions (c) 2012 ////////////////////////////////////////////////////////////
Version: (3.0.0003) Build: 64 bits Release: Full Date: 2015/01/03 19:50:25
//////////////////////////////////////////////////////////// // System ////////////////////////////////////////////////////////////
OS: Microsoft Windows 8.1 Pro|C:\Windows|\Device\Harddisk1\Partition4 Cpu: Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (5820K: 32663 Mb) Graphics-card: NVIDIA GeForce GTX 980 (17592186044415 Mb) Sound-card: USB Audio Device
//////////////////////////////////////////////////////////// // Oculus Rift ////////////////////////////////////////////////////////////
Oculus Rift was not detected
//////////////////////////////////////////////////////////// // DirectX ////////////////////////////////////////////////////////////
DIRECTX_VERSION: 11.0
//////////////////////////////////////////////////////////// // Graphics device ////////////////////////////////////////////////////////////
D3D_VERTEX_PROCESSING: HARDWARE
D3D_ADAPTER_DESCRIPTION: NVIDIA GeForce GTX 980 D3D_ADAPTER_VERSION: 9.18.13.4709
D3DMULTISAMPLE_2_SAMPLES: 8,8 D3D_MAX_TEXTURE_BLEND_STAGES: 8 D3D_MAX_SIMULTANEOUS_TEXTURES: 8 D3D_MAX_TEXTURE_SIZE: 16384,16384 D3D_PIXELSHADER_VERSION: 3.0 D3D_VERTEXSHADER_VERSION: 3.0
//////////////////////////////////////////////////////////// // Sound devices ////////////////////////////////////////////////////////////
Device[0]: Default Device[1]: Primary Sound Driver Device[2]: Speakers (Logitech G930 Headset) Device[3]: Speakers (Realtek High Definition Audio) Device[4]: Realtek Digital Output (Realtek High Definition Audio)
//////////////////////////////////////////////////////////// // Current sound device ////////////////////////////////////////////////////////////
DeviceId: 0 DeviceName: Default Channel[1]: SPEAKER_FRONT_LEFT Channel[2]: SPEAKER_FRONT_RIGHT
ERROR: Code failed in file '.\physics\object\npt_object\physics_npt_object_collide_skin.cpp', line 1360: Error
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Sun Jan 04, 2015 12:51 am |
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xpadmin
Site Admin
Joined: Thu Feb 07, 2013 11:16 am Posts: 1930
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@PornulusRift Please reinstall the DK2 patch and send us the trace.txt in the support section.
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Sun Jan 04, 2015 12:53 pm |
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PornulusRift
Rank 3
Joined: Sat Jan 03, 2015 4:22 pm Posts: 6
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I opened the account manager and noticed there is a new version of the (non-DK2) patch. So I downloaded and installed it, and now I can start a new game.
Thanks!
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Sun Jan 04, 2015 4:29 pm |
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PornulusRift
Rank 3
Joined: Sat Jan 03, 2015 4:22 pm Posts: 6
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Nevermind, its sitll broken. After that DK2 mode wasn't working so I reinstalled the DK2 patch also. Now it breaks on new game again, but the crash is different now. Before the game would just close, now windows shows a not responding prompt at least. Here is the new trace.txt.
//////////////////////////////////////////////////////////// // X Moon Productions (c) 2012 ////////////////////////////////////////////////////////////
Version: (3.0.0003) Build: 64 bits Release: Full Date: 2015/01/04 11:33:15
//////////////////////////////////////////////////////////// // System ////////////////////////////////////////////////////////////
OS: Microsoft Windows 8.1 Pro|C:\Windows|\Device\Harddisk1\Partition4 Cpu: Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (5820K: 32663 Mb) Graphics-card: NVIDIA GeForce GTX 980 (17592186044415 Mb) Sound-card: USB Audio Device
//////////////////////////////////////////////////////////// // Oculus Rift ////////////////////////////////////////////////////////////
PRODUCT_NAME: Oculus Rift DK2 MANUFACTURER: Oculus VR VERSION: 2.12
//////////////////////////////////////////////////////////// // Graphics unit ////////////////////////////////////////////////////////////
GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce GTX 980/PCIe/SSE2 GL_VERSION: 4.5.0 NVIDIA 347.09
GL_MAX_TEXTURE_UNITS_ARB: 16 GL_MAX_TEXTURE_SIZE: 16384 GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: 51
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_ERROR: no error
//////////////////////////////////////////////////////////// // Pixel format ////////////////////////////////////////////////////////////
pfd.dwFlags: PFD_SUPPORT_OPENGL PFD_DOUBLEBUFFER PFD_DRAW_TO_WINDOW NOT PFD_NEED_PALETTE NOT PFD_TYPE_RGBA NOT PFD_TYPE_COLORINDEX
pfd.cColorBits: 32 pfd.cDepthBits: 24 pfd.cStencilBits: 8
//////////////////////////////////////////////////////////// // Sound devices ////////////////////////////////////////////////////////////
Device[0]: Default Device[1]: Primary Sound Driver Device[2]: Speakers (Logitech G930 Headset) Device[3]: Speakers (Realtek High Definition Audio) Device[4]: Realtek Digital Output (Realtek High Definition Audio)
//////////////////////////////////////////////////////////// // Current sound device ////////////////////////////////////////////////////////////
DeviceId: 0 DeviceName: Default Channel[1]: SPEAKER_FRONT_LEFT Channel[2]: SPEAKER_FRONT_RIGHT
WARNING: Cannot be here (2): -1.#IO, -1.#IO, -1.#IO
WARNING: Cannot be here (0): -1.#IO, -1.#IO, -1.#IO
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Sun Jan 04, 2015 4:36 pm |
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PornulusRift
Rank 3
Joined: Sat Jan 03, 2015 4:22 pm Posts: 6
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It's working for me now with the latest dk2 patch, thanks!
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Mon Jan 05, 2015 1:20 pm |
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