Lockup & Freeze during Instant Action Flights

kaybayray
Airman
Posts: 15
Joined: 25 Feb 2008, 19:18

Lockup & Freeze during Instant Action Flights

Post by kaybayray »

Hey Budd, 8)

In the recent week I have been experiencing a Lockup or Freeze during instant action flights. I have been running 2.11 with no issues for about what seems to be 2 years. I read through the Tech Support forums a bit and didn't see anything, doesn't mean its not there I just didn't find it.

I thought maybe I have some corrupted files or something so I did an uninstall and a full re-install and update to 2.11 again. I also went to Microsoft and did a DX update check and I am running the latest version. I am running Win 7, 32 bit and I went through your checklist I found with 8 notes on making sure I have everything setup correct and all checks out.

I have played several campaigns over the years but do not have one currently in play. I have been just working on my ACM skills and mostly flying the Dogfight or Intercept Instant Action setups. So I dont believe I have any system overload issues going on. Being a novice computer user I know that there are some things I need to gather up for you guys to be able to help me figure out what my issues are. I would appreciate some help if some kind soul might explain what I need to gather for you and how to do so, such that I can get this fixed.

Again, I have been flying campaigns and instant action for quite some time with no issues and now I fly about 5 minutes then the freeze occurs. I dont believe this could be associated with my Firewall as I am running this program on the computer alone and not over the internet.

Thanks in advance for any assistance 8)

KayBayRay
It's all mind over matter..... If you dont mind... It dont matter

User avatar
Buddye
BDG
Posts: 12465
Joined: 30 Jul 2005, 12:59
Location: South East Texas, USA

Re: Lockup & Freeze during Instant Action Flights

Post by Buddye »

Hi KayBayRay, sorry for the problem but thanks for the post.

Thanks for the Data on your problem. The bad news is in all the many years of working on BOBII. I have "never" had a hang caused by BOBII code (thanks to the Rowan's top down coding procedures). Of course you could have hit the first.

I would have guessed you had a bad savegame but you are getting the hang in Instant Action. My second guess would be a update , change (settings or program), or an added program to you PC enviroment (driver, OS, or setting, change/addition/update). The video driver setting or update change is a best guess.

Here is the only data for a BOBII hang that can be used for review which is a file called "debuglog.txt" in your BoBII folder. First delete the file debuglog.txt. Then re-run the failing mission to re-produce the hang. Alway let the hang run for a few minutes before stopping BOBII. Then cut and paste the debuglog.txt into this thread. This data does provide information but only a small chance of traping the problem but worth a try.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

kaybayray
Airman
Posts: 15
Joined: 25 Feb 2008, 19:18

Re: Lockup & Freeze during Instant Action Flights

Post by kaybayray »

Hey Buddye 8)

Thanks so much for the great reply. I will do what you advise at my next opportunity. Yes I agree it is most likely an issue with my system or hardware but I am pretty ignorant and do appreciate your help. This is such an awesome game and you guys have done such great things to it I dont like being without it.

Regards,
KayBay 8)
It's all mind over matter..... If you dont mind... It dont matter

kaybayray
Airman
Posts: 15
Joined: 25 Feb 2008, 19:18

Re: Lockup & Freeze during Instant Action Flights

Post by kaybayray »

Hey Buddye,
Sorry it took me so long bit life got real busy. I was mistaken earlier, the game was crashing my system and rebooting altogether. Very strange since I have been flying this since you guys first did the rebuild for Matrix with no issues at all. So there must be something new that is a problem with my system or hardware. However just today it locked up and I did as you said with the debuglog.txt file. I will paste it below. So I may have two different sets of issues running.

Pasted debuglog.txt

Entered Rtestsh1::Launch3d in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 242
Entered Inst3d::Inst3d in .\STUB3D.CPP at line 393
Entered LandScape::Init in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 10821
pLandTexRezTable = 7835c8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 10848
Entered keytests::Reg3dConv in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 222
Before while - i == 734 in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 228
Exiting keytests::Reg3dConv in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 240
Exiting Inst3d::Inst3d in .\STUB3D.CPP at line 611
before tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 275
'inside' tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 277
after tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 279
Entered View3d::MakeInteractive in .\STUB3D.CPP at line 1115
Entered View3d::MakePassive in .\STUB3D.CPP at line 1126
Entered Lib3D::SetDriverAndMode in .\LIB3D.CPP at line 2321
Entered Lib3D::_SetDriverAndMode in .\LIB3D.CPP at line 2367
Entered Renderer::SetDriverAndMode in .\RenderD3D9.cpp at line 1615
Before creating the device, pD3DDevice9 = 0 in .\RenderD3D9.cpp at line 1675
Device Lost: After creating the device, D3DPresentParams.BackBufferWidth = 1024 in .\RenderD3D9.cpp at line 1705
1 in .\RenderD3D9.cpp at line 1713
2 in .\RenderD3D9.cpp at line 1753
3 in .\RenderD3D9.cpp at line 1759
4 in .\RenderD3D9.cpp at line 1768
5 in .\RenderD3D9.cpp at line 1790
6 in .\RenderD3D9.cpp at line 1825
7 in .\RenderD3D9.cpp at line 1834
8 in .\RenderD3D9.cpp at line 1840
before InputClass in .\STUB3D.CPP at line 1202
before pInput->Enter3d in .\STUB3D.CPP at line 1207
before NewInitTileManager in .\STUB3D.CPP at line 1288
Entered LandScape::NewInitTileManager in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1951
TILE_GRID_WIDTH = 17 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1954
pTileGrid = 10f68d14 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1964
pTileBuffer = 77baa64 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1972
Entered LandScape::NewInitFarTileManager in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2017
WaterDetail = 0 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2020
HorizonDistance = 2 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2023
FAR_TILE_GRID_WIDTH = 17 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2062
SaveFarTiles = 0 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2085
FarTileFP = 7600d8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2114
before AllocateLandscapeTextures in .\STUB3D.CPP at line 1290
DeviceLost (possibly): SetupRenderBlocks()! in .\RenderD3D9.cpp at line 2400
before SetDirectSoundWindow in .\STUB3D.CPP at line 1300
before ViewPoint in .\STUB3D.CPP at line 1313
before OverLay.SetScreen in .\STUB3D.CPP at line 1322
before OverLay.LoaderScreen in .\STUB3D.CPP at line 1325
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before Land_Scape.InitTextures in .\OVERLAY.CPP at line 4083
before LoadBMP in .\OVERLAY.CPP at line 4108
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before WKInitGeometry in .\STUB3D.CPP at line 1328
In InitGeometry in .\StaticInitExitD3D9.cpp at line 205
DeleteStaticRendererStuff in .\StaticInitExitD3D9.cpp at line 175
CTextureInfoViaRowanIndex::re_init in ..\3D\wkimage.cpp at line 69
FreeMultiSkins in .\MultiSkin.cpp at line 520
After theTextureInfoViaRowanIndex.re_init in .\StaticInitExitD3D9.cpp at line 214
After loading deferred shapes in .\StaticInitExitD3D9.cpp at line 228
After WKInitGeometry in .\STUB3D.CPP at line 1335
before _Miles.Init3D in .\STUB3D.CPP at line 1338
before _Miles.SetDirectSoundWindow in .\STUB3D.CPP at line 1344
before OverLay.LoaderScreen(0+32); in .\STUB3D.CPP at line 1347
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
after OverLay.LoaderScreen(0+32); in .\STUB3D.CPP at line 1349
After _Miles.SetVolumes(TRUE); in .\STUB3D.CPP at line 1354
before OverLay.LoaderScreen(0+48); in .\STUB3D.CPP at line 1366
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before OverLay.LoaderScreen(0+64); in .\STUB3D.CPP at line 1377
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if (flag2) in .\STUB3D.CPP at line 1380
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
in stage==0xFFFF) in .\OVERLAY.CPP at line 4114
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
alltcs (time for all LoaderScreens) = 1279, tccount = 11
in .\OVERLAY.CPP at line 4210
before WaitEndDraw(D_YES); in .\STUB3D.CPP at line 1394
after WaitEndDraw(D_YES); in .\STUB3D.CPP at line 1397
After if (!tmpview) in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 283
Entered Rtestsh1::OnOk in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 131
Entered View3D::~View3D in .\STUB3D.CPP at line 1044
Entered Lib3d::RestoreDisplayMode in .\LIB3D.CPP at line 2425
Entered Lib3d::CloseDown in .\LIB3D.CPP at line 10048
Relase -> 0 in .\RenderD3D9.cpp at line 1484
Before releasing the device, pD3DDevice9 = 2b8a00 in .\RenderD3D9.cpp at line 1521
After releasing the device, pD3DDevice9 = 0 in .\RenderD3D9.cpp at line 1526
Entered Rtestsh1::Launch3d in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 242
Entered Inst3d::Inst3d in .\STUB3D.CPP at line 393
Entered LandScape::Init in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 10821
pLandTexRezTable = 7835c8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 10848
Entered keytests::Reg3dConv in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 222
Before while - i == 734 in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 228
Exiting keytests::Reg3dConv in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 240
Exiting Inst3d::Inst3d in .\STUB3D.CPP at line 611
before tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 275
'inside' tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 277
after tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 279
Entered View3d::MakeInteractive in .\STUB3D.CPP at line 1115
Entered View3d::MakePassive in .\STUB3D.CPP at line 1126
Entered Lib3D::SetDriverAndMode in .\LIB3D.CPP at line 2321
Entered Lib3D::_SetDriverAndMode in .\LIB3D.CPP at line 2367
Entered Renderer::SetDriverAndMode in .\RenderD3D9.cpp at line 1615
Before creating the device, pD3DDevice9 = 0 in .\RenderD3D9.cpp at line 1675
Device Lost: After creating the device, D3DPresentParams.BackBufferWidth = 1024 in .\RenderD3D9.cpp at line 1705
1 in .\RenderD3D9.cpp at line 1713
2 in .\RenderD3D9.cpp at line 1753
3 in .\RenderD3D9.cpp at line 1759
4 in .\RenderD3D9.cpp at line 1768
5 in .\RenderD3D9.cpp at line 1790
6 in .\RenderD3D9.cpp at line 1825
7 in .\RenderD3D9.cpp at line 1834
8 in .\RenderD3D9.cpp at line 1840
before InputClass in .\STUB3D.CPP at line 1202
before pInput->Enter3d in .\STUB3D.CPP at line 1207
before NewInitTileManager in .\STUB3D.CPP at line 1288
Entered LandScape::NewInitTileManager in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1951
TILE_GRID_WIDTH = 17 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1954
pTileGrid = e39018c in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1964
pTileBuffer = 1c7de00c in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1972
Entered LandScape::NewInitFarTileManager in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2017
WaterDetail = 0 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2020
HorizonDistance = 2 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2023
FAR_TILE_GRID_WIDTH = 17 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2062
SaveFarTiles = 0 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2085
FarTileFP = 7600d8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2114
before AllocateLandscapeTextures in .\STUB3D.CPP at line 1290
DeviceLost (possibly): SetupRenderBlocks()! in .\RenderD3D9.cpp at line 2400
before SetDirectSoundWindow in .\STUB3D.CPP at line 1300
before ViewPoint in .\STUB3D.CPP at line 1313
before OverLay.SetScreen in .\STUB3D.CPP at line 1322
before OverLay.LoaderScreen in .\STUB3D.CPP at line 1325
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before Land_Scape.InitTextures in .\OVERLAY.CPP at line 4083
before LoadBMP in .\OVERLAY.CPP at line 4108
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before WKInitGeometry in .\STUB3D.CPP at line 1328
In InitGeometry in .\StaticInitExitD3D9.cpp at line 205
DeleteStaticRendererStuff in .\StaticInitExitD3D9.cpp at line 175
CTextureInfoViaRowanIndex::re_init in ..\3D\wkimage.cpp at line 69
FreeMultiSkins in .\MultiSkin.cpp at line 520
After theTextureInfoViaRowanIndex.re_init in .\StaticInitExitD3D9.cpp at line 214
After loading deferred shapes in .\StaticInitExitD3D9.cpp at line 228
After WKInitGeometry in .\STUB3D.CPP at line 1335
before _Miles.Init3D in .\STUB3D.CPP at line 1338
before _Miles.SetDirectSoundWindow in .\STUB3D.CPP at line 1344
before OverLay.LoaderScreen(0+32); in .\STUB3D.CPP at line 1347
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
after OverLay.LoaderScreen(0+32); in .\STUB3D.CPP at line 1349
After _Miles.SetVolumes(TRUE); in .\STUB3D.CPP at line 1354
before OverLay.LoaderScreen(0+48); in .\STUB3D.CPP at line 1366
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before OverLay.LoaderScreen(0+64); in .\STUB3D.CPP at line 1377
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if (flag2) in .\STUB3D.CPP at line 1380
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
in stage==0xFFFF) in .\OVERLAY.CPP at line 4114
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
alltcs (time for all LoaderScreens) = 1778, tccount = 22
in .\OVERLAY.CPP at line 4210
before WaitEndDraw(D_YES); in .\STUB3D.CPP at line 1394
after WaitEndDraw(D_YES); in .\STUB3D.CPP at line 1397
After if (!tmpview) in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 283
Entered Rtestsh1::OnOk in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 131
Entered View3D::~View3D in .\STUB3D.CPP at line 1044
Entered Lib3d::RestoreDisplayMode in .\LIB3D.CPP at line 2425
Entered Lib3d::CloseDown in .\LIB3D.CPP at line 10048
Relase -> 0 in .\RenderD3D9.cpp at line 1484
Before releasing the device, pD3DDevice9 = a77f7a0 in .\RenderD3D9.cpp at line 1521
After releasing the device, pD3DDevice9 = 0 in .\RenderD3D9.cpp at line 1526
Entered Rtestsh1::Launch3d in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 242
Entered Inst3d::Inst3d in .\STUB3D.CPP at line 393
Entered LandScape::Init in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 10821
pLandTexRezTable = 7835c8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 10848
Entered keytests::Reg3dConv in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 222
Before while - i == 734 in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 228
Exiting keytests::Reg3dConv in c:\merlin\bob\src\mfc\..\Input\Keystub.cpp at line 240
Exiting Inst3d::Inst3d in .\STUB3D.CPP at line 611
before tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 275
'inside' tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 277
after tmpview=... in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 279
Entered View3d::MakeInteractive in .\STUB3D.CPP at line 1115
Entered View3d::MakePassive in .\STUB3D.CPP at line 1126
Entered Lib3D::SetDriverAndMode in .\LIB3D.CPP at line 2321
Entered Lib3D::_SetDriverAndMode in .\LIB3D.CPP at line 2367
Entered Renderer::SetDriverAndMode in .\RenderD3D9.cpp at line 1615
Before creating the device, pD3DDevice9 = 0 in .\RenderD3D9.cpp at line 1675
Device Lost: After creating the device, D3DPresentParams.BackBufferWidth = 1024 in .\RenderD3D9.cpp at line 1705
1 in .\RenderD3D9.cpp at line 1713
2 in .\RenderD3D9.cpp at line 1753
3 in .\RenderD3D9.cpp at line 1759
4 in .\RenderD3D9.cpp at line 1768
5 in .\RenderD3D9.cpp at line 1790
6 in .\RenderD3D9.cpp at line 1825
7 in .\RenderD3D9.cpp at line 1834
8 in .\RenderD3D9.cpp at line 1840
before InputClass in .\STUB3D.CPP at line 1202
before pInput->Enter3d in .\STUB3D.CPP at line 1207
before NewInitTileManager in .\STUB3D.CPP at line 1288
Entered LandScape::NewInitTileManager in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1951
TILE_GRID_WIDTH = 17 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1954
pTileGrid = 21e72264 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1964
pTileBuffer = 3fd9dce4 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1972
Entered LandScape::NewInitFarTileManager in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2017
WaterDetail = 0 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2020
HorizonDistance = 2 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2023
FAR_TILE_GRID_WIDTH = 17 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2062
SaveFarTiles = 0 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2085
FarTileFP = 7600d8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2114
before AllocateLandscapeTextures in .\STUB3D.CPP at line 1290
DeviceLost (possibly): SetupRenderBlocks()! in .\RenderD3D9.cpp at line 2400
before SetDirectSoundWindow in .\STUB3D.CPP at line 1300
before ViewPoint in .\STUB3D.CPP at line 1313
before OverLay.SetScreen in .\STUB3D.CPP at line 1322
before OverLay.LoaderScreen in .\STUB3D.CPP at line 1325
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before Land_Scape.InitTextures in .\OVERLAY.CPP at line 4083
before LoadBMP in .\OVERLAY.CPP at line 4108
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before WKInitGeometry in .\STUB3D.CPP at line 1328
In InitGeometry in .\StaticInitExitD3D9.cpp at line 205
DeleteStaticRendererStuff in .\StaticInitExitD3D9.cpp at line 175
CTextureInfoViaRowanIndex::re_init in ..\3D\wkimage.cpp at line 69
FreeMultiSkins in .\MultiSkin.cpp at line 520
After theTextureInfoViaRowanIndex.re_init in .\StaticInitExitD3D9.cpp at line 214
After loading deferred shapes in .\StaticInitExitD3D9.cpp at line 228
After WKInitGeometry in .\STUB3D.CPP at line 1335
before _Miles.Init3D in .\STUB3D.CPP at line 1338
before _Miles.SetDirectSoundWindow in .\STUB3D.CPP at line 1344
before OverLay.LoaderScreen(0+32); in .\STUB3D.CPP at line 1347
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
after OverLay.LoaderScreen(0+32); in .\STUB3D.CPP at line 1349
After _Miles.SetVolumes(TRUE); in .\STUB3D.CPP at line 1354
before OverLay.LoaderScreen(0+48); in .\STUB3D.CPP at line 1366
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before OverLay.LoaderScreen(0+64); in .\STUB3D.CPP at line 1377
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
before if (flag2) in .\STUB3D.CPP at line 1380
before if ( stage == 0 ) in .\OVERLAY.CPP at line 4072
in stage==0xFFFF) in .\OVERLAY.CPP at line 4114
before g_lpLib3d->BeginScene(RENDERTARGET_PRIMARY); in .\OVERLAY.CPP at line 4126
before SmokedGlassBox in .\OVERLAY.CPP at line 4145
before g_lpLib3d->SetGlobal( TOGGLE_TEXTURE_QUALITY, &curQual ); in .\OVERLAY.CPP at line 4164
before if (doneonce==1) in .\OVERLAY.CPP at line 4181
alltcs (time for all LoaderScreens) = 2246, tccount = 33
in .\OVERLAY.CPP at line 4210
before WaitEndDraw(D_YES); in .\STUB3D.CPP at line 1394
after WaitEndDraw(D_YES); in .\STUB3D.CPP at line 1397
After if (!tmpview) in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 283



Buddye,
Thank you very much for taking time to help me with this. Please let me know what else I can do to help you help me. Keep in mind I am not the most computer literate player when you give me instructions on what to do for you. I am really missing the action in this game, you guys did such a great job with it. This is by far my favorite ever Combat Flight Simm.

Regards,
KayBay
It's all mind over matter..... If you dont mind... It dont matter

User avatar
PV
BDG
Posts: 5188
Joined: 13 Nov 2004, 08:21
Location: Lost in the tundra, Canada

Re: Lockup & Freeze during Instant Action Flights

Post by PV »

Have you changed any settings in BoB2 recently, say increased the eye-candy,
or moved up to higher plane count missions? Are you running multiskin, and how
much RAM and VRAM do you have? We've been seeing a few issues with memory
handling lately (which will disappear with v2.12 for most people), and though unlikely,
they may be involved here. Along with this, W7 is very fond of loading up your machine
with mountains of background programs, and every provider's application update
cheerfully increments the size of those little processes, so the space left for the
foreground application gets shaved away bit by bit. You can improve that situation by
tossing out all those eager little shims which want to reside in memory "to help [our
wonderful program] load more quickly/ be conveniently available on your desktop".

kaybayray
Airman
Posts: 15
Joined: 25 Feb 2008, 19:18

Re: Lockup & Freeze during Instant Action Flights

Post by kaybayray »

Thank You PV,

Actually I have recently turned on the damage models, wounds and all that since I was getting the hang of flying within the flight model. However I have been flying with those settings for almost a year now with no issue until this started recently. There may also be something to what you are speaking of with respect to programs running in the background. I haven't really payed much attention to that as I have not had issues before. Perhaps you could give me some advice on settings to minimize system drain. Also I would greatly appreciate anything you can do to explain how I might check the background stuff and shut off what I don't really want running. I am not the most fluent computer user I just like playing games on them.

I will take a look at my system and see if I can figure out what all hardware I have and post it. I would still like to know if the buglog I posted shows any issues. Also anything you can explain or lead me to info on known system drain issues that can cause the problems I am having would be greatly appreciated. Perhaps I can check and see if I can find the fix to some of this there.

I am running Windows7 but I don't like it. It takes too much control of my computer away from me and it is hard to take it back. I have used XP since it came out and I like it because it is simple and I never had any problems. However I succumbed to the advice of one of the IT Techs at work and IMHO foolishly went with W7. Most of the problems I have had with my computer all started then. Not to mention that every software program seems hell bent on taking complete control of my computer to run their petty little programs.

Guess I am the only one in the Western Hemisphere that has no Cell Phone, Ipod, Ipad, Deskpod, Blackberry, Blueberry, Pillowpod, etc.... and I dont do Facebook or Myspace neither, and this cat don't Tweet... that's for the Birds IMHO.

Regards,
KayBay
It's all mind over matter..... If you dont mind... It dont matter

User avatar
Buddye
BDG
Posts: 12465
Joined: 30 Jul 2005, 12:59
Location: South East Texas, USA

Re: Lockup & Freeze during Instant Action Flights

Post by Buddye »

Ido not see anything in the debuglog that would help me.

You might want to try a proposed solution that one of our players (two27) figured out and is trying alog with our Beta testers:

Buddye,

I have a preliminary explanation for the crashes I've been experiencing. The following, if accurate, may well apply to both 64-bit (like mine) and high-end 32-bit systems. As you may have noticed when I posted about the 9.0c issue, I don't simply like to find a fix, I want to know why something works or doesn't work, so I tend to dig a little deeper on issues.

After doing everything on your list and several more like insuring the Particle Density was set to Medium and checking Disable Visual Themes under Compatibility, I found a post in the BOBII General Discussion Forum by Fish 40 http://a2asimulations.com/forum/viewtop ... 10&t=24606. He had found a light-weight, third party program, Large Address Aware (41k) http://www.techpowerup.com/forums/showt ... p?t=112556, that allowed BOBII to access more system memory and it solved his CTD problem.

Through that link, I found another light-weight app called Process Monitor (26k) which allowed me to chart memory usage by BOBII while it ran. The link for that app is here http://www.techpowerup.com/forums/showt ... ?p=1732756.

After I figured out the correct process name to type in to Process Monitor (Bob) it was a snap to use, type Bob and click start. What I learned proved illuminating. I had not yet installed the large address program, because I wanted to see what was happening in my system and diagnose if memory was in fact a problem and at what level.

In the two crashes I documented while Process Monitor was running the peak memory used by BOBII and the memory used at the moment of the crash were 1.73Gig/1.72Gig (first CTD) and 1.78Gig/1.76Gig (second CTD). What this looked like to me was that the game ran at its maximum memory request and crashed right at about that time while the system was attempting to manage the load. If you look at the min-max range of 1.72-1.78 and allow for the OS memory required, that puts the memory used right at 2Gig.

Next I installed Large Address Aware and ran it, alongside Process Monitor, and went on playing my RAF SPC. I've had no crashes so far and the highest recorded memory usage by BOBII was 2.12Gig.

My theory is that between the original Rowan game and community additions, the game's memory requirements may be accurately stated as 2Gig, but that does not leave any room for the OS's operations. Not placing blame or pointing fingers, just following the data trail.

I am a pretty good analyst, though not technically savvy so I called a friend who is a techie and laid out this theory for him. He thought it made sense. From what he'd read on the software development side, programming to access beyond the 2Gig limit requires a new skill set and it must be done deliberately, i.e. programs won't automatically access more than that amount of memory (the first 2Gig of physical memory) unless programmed to do so.

This brings me back to the diagnosis and the solution. These two utilities are quite small and easy to use, so diagnosing a memory issue is easy. The fix is quite straightforward using LAA; it permits BOBII to access 3Gig on 32-bit systems and 4Gig on 64-bit systems (if the systems have the physical memory).
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

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BlueZed
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Posts: 15
Joined: 09 Jul 2012, 03:21
Location: Canberra, Australia

Re: Lockup & Freeze during Instant Action Flights

Post by BlueZed »

Since using the Large Address Aware utility I have not had a single CTD. I think it should be in the standard help response from now on.

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Buddye
BDG
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Location: South East Texas, USA

Re: Lockup & Freeze during Instant Action Flights

Post by Buddye »

When 2.12 is released the LAA will be added to the BOBII EXE using the C++ compiler option so BOBII will be LAA enabled for all PC/OS's that can use it.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

kaybayray
Airman
Posts: 15
Joined: 25 Feb 2008, 19:18

Re: Lockup & Freeze during Instant Action Flights

Post by kaybayray »

Buddye, BlueZed,

Thank you for your replies.

I checked my system specs and found that I am running a 32Bit system with 4GB RAM but it is only recognizing 2.9GB. I have AMD A6-3650 APU with Radeon HD Graphics @ 2.6GHZ. I will try shutting off non-essential programs and see if that helps.

When do you anticipate 2.12 to be released? Do you think that I might consider going with an older version in the interim until 2.12 is released? I am not running the enhanced models/skins/ etc... just the standard game.

Any suggestions on game settings that might reduce system drain would be greatly appreciated. I am not sure which draw significant system capacity and which don't.

Thank You All for your help.

Regards,
Kay Bay
It's all mind over matter..... If you dont mind... It dont matter

User avatar
Buddye
BDG
Posts: 12465
Joined: 30 Jul 2005, 12:59
Location: South East Texas, USA

Re: Lockup & Freeze during Instant Action Flights

Post by Buddye »

If you can use 2.9 GB then you are not having memory issues and BOBII should run fine.

Per the following Microsoft Development Center post ....

http://msdn.microsoft.com/en-us/library ... _windows_7
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

kaybayray
Airman
Posts: 15
Joined: 25 Feb 2008, 19:18

Re: Lockup & Freeze during Instant Action Flights

Post by kaybayray »

Buddye,
I didn't mention that I checked my system with Task Manager and found that it sees 2.9GB Ram but uses 1.2GB for all the junk running. Not quite sure why I have so much being used by the system itself so I think I need to learn some more. By shutting down those things I could determine were not necessary I was able to get that down to 885MB, but that seems to me extremely high system usage. I have a ton of "Services" running and I don't know which I can shut down to play and which I need to keep running. I don't quite know what these Services are. Please excuse my ignorance here I am trying to learn from you guys. And thank you very much for working with me to help me to continue to enjoy this fantastic game.

If anybody can help me figure out what services are crap and I dont need to be running I would greatly appreciate it. I dont understand why my machine uses so much RAM just to sit here in Powered up mode.

Thanks All,

KayBay
It's all mind over matter..... If you dont mind... It dont matter

User avatar
Buddye
BDG
Posts: 12465
Joined: 30 Jul 2005, 12:59
Location: South East Texas, USA

Re: Lockup & Freeze during Instant Action Flights

Post by Buddye »

You use 2.9GB.

Your OS used 1.2 GB.

You have 1.7 GB for BOBII (or other applications) which should be OK for BOBII if you are correct with above data.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

kaybayray
Airman
Posts: 15
Joined: 25 Feb 2008, 19:18

Re: Lockup & Freeze during Instant Action Flights

Post by kaybayray »

Buddye,
In your post of August 14th you pasted a suggested fix from another player (two27), would you still recommend I work with that?

Is there anything else you might suggest?

Is there any other information I can provide you with to further find a solution to this?

Thank you very much for taking time to help me. Your efforts are greatly appreciated in helping me get this fantastic game back up and running well.

When do you anticipate 2.12 to be released?

Regards,

KayBay
It's all mind over matter..... If you dont mind... It dont matter

User avatar
Buddye
BDG
Posts: 12465
Joined: 30 Jul 2005, 12:59
Location: South East Texas, USA

Re: Lockup & Freeze during Instant Action Flights

Post by Buddye »

Yes, almost all our Beta Testers were using the LAA fix and they had no problems and great results.

They are now using the C++ compiler generated fix with good results.
Buddye

Intel I7 920 4 core processor (2.66GHz, 8MB cache), 6GB DDR3 Triple Channel @1333MHz, 1.8GB NVIDIA GeForce GTX 295, Sound Blaster X-Fi PCI Sound Card, Windows 7 Home Premium 64 Bit , CH Fighter Stick & Pedals ,TrackIR4 Pro

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