I am not sure why you think it is an audio driver issue. What evidence do you have to base that conclusion on? I am even less sure why it might be funny? Anyway it crashed again. Here is a new dump. Link and here is a mini bug, an empty dialog. Link The debug file also claims I am cheating, but this is not the case. It got itself into th
PassMark
Half way through calculating a turn, it crashed. Maybe 100 moves into a game. Here is a link to the crash dump Link Also here is a link to a previous crash that I reported 3 weeks ago Link
Your forum just crashed. Here is the trace. Server Error in '/' Application. An error has occurred while establishing a connection to the server. When connecting to SQL Server 2005, this failure may be caused by the fact that under the default settings SQL Server does not allow remote connections. (provider: TCP Provider, error: 0 - A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed beca
Frogboy, you say it isn't hard and make out that I'm a newbie if I can't get it to work. But still there is not a single working example of a race mod available. So I would contend that rather than me being a newbie, your modding system has undocumented dependencies that only make sense when you are in possession of the C++ source code. In your post you claim that it is possible to easily change race names in the raceconfig.xml file. So I tried it out this super basic mod. It just pla
So I just spent a couple of hours trying to create a custom race. I read the woeful modding guide , read a few previous posts, had a look in the Mods databank and then attempted to create a new race. What a waste of time. There is clearly a heap of stuff hard coded in the software and it is not really modable. The XML file tags are not documented. The XML content is ignored for additional races and for modification to existing races. There are no errors flagged for bad co
Check out the population count in this screen shot. (bottom left) Link
I have to agree that if the entire machine reboots, Citizen Cotton probably has a buggy device driver or hardware issue. Here are some links showing my latest crash. Screen shot 1: Link Screen shot 2: Link Crash Dump: Link VM load addresses: <a href="http://www.passmark.com/temp/Cr
The commit charge includes memory that was allocated and swapped out to disk. As an application requests RAM from the O/S, virtual memory is given to the application. Some of this virtual memory is backed up by physical RAM, but as the physical RAM runs out the swap file is used and extended (on your hard disk) to back up the virtual memory that doesn't fit in physical RAM. You can actually see the Physical and Virtual amounts in task manager, but it doesn't display this by
Already sent the dump. The, "It must be your machine", comments are naive, ignorant & make it obvious you have no concept of how software is developed. There is a vast array of PC hardware on the market, so it is now extremely difficult for software developers to ensure their software works on the majority of hardware. GC2 is also a complex game. With each game being different from the last. Meaning that the execution path through the code varies from one game to
As pointed out elsewhere most of the crashes are due to, 1) Running out of RAM. V1.0 was only stable after I increased the swap file to a insanely large 2GB. 2) Bad video card device drivers. Which is a problem common to all 3D software. On the other hand Stardock are also at fault for A) Not following standard coding practice and checking return codes from memory allocations and then doing a graceful exit when RAM is low.