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Found 8 results

  1. Dune 2000 Gruntmods v 1.6.2.2 does indeed regularly freeze on Windows 10 64bit (Pro N). As others have reported, the freezes vary in proximity from 1-15 minutes of gametime usually. On a few lucky occasions, I've been able to play as much as 1 hour without a freeze. The freezes are normally accompanied by stuttering of the most recent sound, but not always. The work Gruntlord & Funkyfresh did is excellent, no doubt an astounding number of things had to be fixed to get it working as well as it does in Win 10. I'm still enjoying the singleplayer, but I have to save constantly and it does get frustrating at times to redo segments especially since clicking the save/load button often triggers a freeze. But I'm unusually determined (wouldn't be here otherwise) and I consider the game playable enough. Everything else works wonderfully, HD resolution is awesome and the cutscenes work. I just had to choose the right settings. (In my case it was Videobackbuffer, FPS limiter, Single processor affinity, disable max windowed mode, cutscene change resolution, disable high DPI scaling, and Enable DxWnd) I played C&C95 vanilla on WinXP years ago, and it was even more unstable but I somehow managed to complete it. Since the freezing in Dune 2000 Gruntmod is similar in nature, I have a theory the cause is also the same. The cause for C&C95 was something like the game executable being programmed to attempt to write to memory sectors that are now reserved for the modern OS (resulting in a segmentation fault). The biggest similarity I see in these crashes/freezes is that in both cases, the sound stutters repeatedly at the time of the freeze (it's possible some of the C&C95 freezes might have been sound related) and the freezes happen more frequently on larger maps where there is more going on, which logically increases the likelihood the game will attempt to write to protected memory sectors. I'm kinda assuming Gruntlord/Funkyfresh decompiled the Dune 2000 executable and fixed the vast majority of this protected-memory-sector-read-writing, otherwise I would be shocked the game is as stable as it is and that people were ever able to manage to use the mod for multiplayer stably. Another reason I suspect protected read/writing is the problem is the half the freezes happen when I click save/load in the menu, which maybe causes the game to run some kind of check on the current memory usage, triggering a protected read/write. So in effect, it seems Dune 2000 Gruntmod is effectively running in a doomed state in the seconds prior to these freezes, with the player unable to save their progress. I tried all the suggestions I could find in this forum before posting, the only one I haven't done which seemed to work for someone with a different problem was installing an older version of Gruntmod. I run a number of unusual programs on my system but I already tried shutting down everything that semiregularly causes problems (except maybe nod32, hmm. Maybe I'll try safemode just to eliminate even more implausible possibilities). Also made sure all drivers were up to date, double checked I followed the install instructions. None of it had any impact on the crashes. The crashes used to be even worse (requiring me to create a new desktop to close the application like another person reported) but when I switched to my current exact video options, this stopped and I can now simply alt+esc and forceclose. I started playing Dune 2000 a couple weeks ago. One unrelated apparent bug in Dune 2000 Gruntmod seems to be related to the mechanism Gruntmod uses to limit CPU cycles. Most programs on my system run normally, but I've noticed that after several rounds of freezing & force termination, a few (windows photo viewer, paint.net, even the blizzard entertainment app) run extremely slowly as though the Dune 2000 CPU cycles limitation is somehow being applied to them. I'm 99% sure this is somehow connected to Gruntmod as it never happens otherwise, goes away after PC restarts. I suspect this has to do with some secondary process (maybe a system service?) Gruntmods uses not shutting down properly (I wish I knew what one it was! very hard to pick out from a huge list), but as with all my speculation I could be totally wrong. I have pretty solid system (mostly I play modern games): i7-6700k, 32GB ddr4 ram, Nvidia GTX 1080, SSD's Ok! I just wanted to share my experience so far and speculation in case it might help anyone.
  2. Hi, I'm posting this to help people who suffered from the same issue as I did. The issue: - sporadic freeze / crash of Dune 2000 Gruntmod 1.6.2.2 in Windows 10 64 bit My settings: How to fix: - Go into your install directory of Gruntmod Example: F:\Program Files (x86)\Gruntmods Studios - Search for every exe Example: *.exe - Rightclick on every exe the search will find. - Go to Compatibility settings - Go to Change settings for all users - Mark: Run as 16bit, fullscreen optimization deactivated, run as administrator - Hit ok and proceed with every exe - Optional reboot your pc - Done. The game should run like a charm for hours now. Enjoy! --- Yes I am aware that you will technically not need to do this for every exe but I was to lazy to find all appropriate exes that actually need this. Feel free to enhance this fix by finding out the exact exes that need these options. Furthermore I also do not know which of these settings actually fixes the issue, again feel free to experiment and find out. I will gladly update this if I get more details to this, but for now I am happy that it works.
  3. I've just stumbled upon a variation on a crash-bug I discovered and wrote about years ago. I've known for a while that if you pause the game while an engine is in a station, about to put on a bunch of cars, then deleting the track it rode in on will see those new cars placed on dirt. As soon as time rolls, the cars won't, and the game crashes. My variation is to pause the game, replace a bunch of engines, and then adjust the path of some track. When a train's engine is replaced, the train becomes a ghost with the cars in limbo. The game will allow a player to delete the track right under some of those cars, as long as they're far enough from the engine. If there's no track there when time restarts, kaboom. This "feature" does however present a small opportunity for emergency track repairs such as fixing a warp where some building has sprung up next to a track in hilly terrain. If there's a train in the way but its engine isn't, then you can ghost the train by replacing the engine. You should then be able to delete the warped track, smooth the grade, and build new track under the cars in limbo.
  4. I've installed the newest version of the GruntMods edition on a laptop, and the game is crashing with an error I've never seen before. Does anyone know what may be causing it, it looks to be related to the resolution. The max resolution of the laptop is 1024x600, and I am playing it on that. Also, the game simply does not start up when it is set to 640x400 or 640x480, but when set to 800x600 or 1024x600 it starts up.
  5. Last night I got into a bind where my saved game would consistently crash RT2 a few moments after restarting the clock. The save was in mid December. Since there was a motion-freeze before any end-of-year events, I knew that the game was trying to do something complicated with an AI company (such as build track). Since the crash occurred before my events, I figured that the action chosen by the AI caused the crash. My investigation (and about a dozen reloads) revealed the problem: After futilely poking at many odd joints and ends of AI companies' tracks where builds might occur (in the forlorn hope that I'd disrupt the bad AI decision), I finally happened upon a corner of the map where my track intersected another company's track, and three of my trains were stuck waiting to get across. As it happened, the AI had a train that was "active" (hogging the track) but not moving -- a sign that it had no route to its destination. My trains were stuck with their noses pressed against this moribund AI train. So my idea for stirring the pot and get a non-crash result was to build a connector to fill a gap where the AI company's track had been destroyed by an earlier event. I ran the clock, and miracle of miracles, the AI's train pulled away, and my trains began pouring through. Then the year ended, the game froze to do its AI thinking, and instead of a crash all hell broke loose. This AI company had been the sickest of the sick companies still on the map, and it had picked this year to give up the ghost. Because of my game settings, its track was being deleted from the map (along with my three trains). RIP! Apparently, in its prior configuration, my trains' noses were so delicately balanced on the edge of the AI track that the deletion did not kill the trains, but the absence of track under them crashed the game. This then becomes the latest in a whole constellation of game bugs that crash the game by somehow producing a train without track under some part of it. For the curious, the easiest such bug to reproduce is the one where a naked engine pulls into a station, then you pause the game and delete the track it rode in on. Then you tell the train to pick up a few cars of anything, and then you restart the clock. As soon as the train puts on cars, it tries to put them on the track it rode in on, but that track is no longer there. The game crashes. Another such bug, much more difficult to reproduce, but virtually the same one I encountered above, is where an event deletes track in an area where trains are moving. There's a fine line between the point where a train gets deleted with a segment of track and where a train decides that it can go forward rather than reroute by bouncing. Unfortunately for the game, a train in motion can be beyond its fail-safe point and still not be deleted when the track in front of it vanishes. The timing is thin, but if you get "lucky", a track deletion event can catch a train on the edge. The train will then run off the end of the track and crash the game. The work-around is to program all track-destruction events to also contain the train-stop effect. This keeps them out of danger, but it also means that a trailing event needs to restore train-move rights if/when you want rebuilt track to be usable.
  6. I have the sub houses patch from D2KPlus.com and I can't play with out the CD, even with the missions in the Data folder. Does anyone know how to fix it?
  7. jeffryfisher

    Corrupt Game

    Playing my latest US History map, I have reached a point at which the game will always crash at the end of the month (when there's a long delay while it seems to be trying to build some new AI track). I am hunting for anything strange on the map (like a station whose frontage track pokes into a river). If you guys have any ideas about other kinds of "land mines" a game can plant on a map (especially if it would screw up an AI track-build), then please chime in. I am attaching a zip if you'd like to eye-ball the map yourself. BTW, You can also see how I play my map from starting in Mexico. Amex3.zip
  8. Hi. I've been having trouble getting an Emperor: Battle for Dune coop campaign going. Whenever the game is about to start, it freezes and then crashes at the loading screen. I remember getting it to work at one point, but I don't remember what we did at all. Has anyone else been able to get it working? Is there something special we have to do to get it to work? Here are my system specs, in case it helps: MS WIndows Vista Home Premium 64-bit SP2 AMD Phenom 9850 Quad-Core Processor 6 gb RAM NVIDIA GeForce 9800 GT Comodo Firewall Avast! Antivirus Disabling our firewalls/Avast didn't do anything. My friend has pretty much the same system specs except he has Windows 7. Another question: how do you get teams going in a LAN game? IIRC you can't ally with computers, but I've never known how to ally with other human players. Is there something I'm missing here?
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