Need Help debugging a crash

new reply
A.Fokker
Airman First Class
Posts: 50
Joined: 10 Aug 2005, 07:58
Location: Amsterdam, Europe

Need Help debugging a crash

Post by A.Fokker »

Hi there,
here's a very old hand at this game reporting back for duty (if only I would get the game to run :cry: ).
I am running Win 7 Ultimate 64-bit , Intel CPU,16Gb Ram, Nvidia 980, latest drivers.
I can start the game, but after a short period running ok, it crashes with a message saying something like "BobII english text stopped functioning".
I read all the topics about not using widescreen and all that, set all settings accordinglly but it does not help. To me it looks like a render error of some sort. Could it just be a corrupted texture?

It gives me this error in the crashlog file:

Code: Select all

bob.exe caused a EXCEPTION_ILLEGAL_INSTRUCTION in module <UNKNOWN> at 0023:53FF8B92
Exception handler called in drawloop.
Code: db a6 6d 00 90 b6 27 52 e5 41 b7 ba f1 52 26 1f 
Stack dump:
Stack: 0023:53FF8B92 (0x00000000 0x2B142FA0 0x06BCFBA0 0x1037F69C) <UNKNOWN>
Stack: 0023:6ADD3BBD (0x00000000 0x2B142FA0 0x2B156810 0x00000000) d3d9.dll, Direct3DCreate9Ex()+93928 byte(s)
Stack: 0023:6ADD3B4E (0x00000000 0x2B156810 0x0E419219 0x06BCFBA0) d3d9.dll, Direct3DCreate9Ex()+93817 byte(s)
Stack: 0023:6ADD39BE (0x06BC97E0 0x06BCC31C 0x00000004 0x00000000) d3d9.dll, Direct3DCreate9Ex()+93417 byte(s)
Stack: 0023:6ADDB8CC (0x06BC97E0 0x00000004 0x00000000 0x00000000) d3d9.dll, Direct3DCreate9Ex()+125943 byte(s)
Stack: 0023:6ADDB774 (0x06BC97E0 0x00000004 0x00000000 0x00000000) d3d9.dll, Direct3DCreate9Ex()+125599 byte(s)
Stack: 0023:005270BD (0x136B8D5C 0x000002AA 0x00863E60 0x00000002) bob.exe, DynamicVertexBuffer::Flush()+4637 byte(s), c:\merlin\bob\src\lib3d\renderd3d9.cpp, line 1151+108 byte(s)
Stack: 0023:005275CA (0x00000001 0x00000002 0x00000000 0x1037FB64) bob.exe, DynamicVertexBuffer::Render()+634 byte(s), c:\merlin\bob\src\lib3d\renderd3d9.cpp, line 1380+12 byte(s)
Stack: 0023:0052994B (0x00000001 0x716026E0 0x050696C0 0x05565348) bob.exe, Renderer::Render()+59 byte(s), c:\merlin\bob\src\lib3d\renderd3d9.cpp, line 4045+29 byte(s)
Stack: 0023:005BC86D (0x00000000 0x0838E454 0x050696C0 0x0838E128) bob.exe, ThreeDee::DrawVisibleObjects()+1377 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 6558
Stack: 0023:00602BF6 (0x0838E128 0x0ADDEBF0 0x6767CFF1 0x11477210) bob.exe, ThreeDee::render3d()+2227 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 2073
Stack: 0023:00603010 (0x08320048 0x0838E128 0x0ADDEBF0 0x0E4A42FC) bob.exe, ThreeDee::render()+124 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 4840
Stack: 0023:0041A13E (0x11477210 0x0E4A43F8 0x00000000 0x12F7F9C8) bob.exe, View3d::drawloop()+357 byte(s), c:\merlin\bob\src\mfc\stub3d.cpp, line 1827
Stack: 0023:0042C8D3 (0x0018FB40 0x0E4A4330 0x00000000 0x12F7F9C8) bob.exe, _AfxThreadEntry()+218 byte(s), f:\sp\vctools\vc7libs\ship\atlmfc\src\mfc\thrdcore.cpp, line 109+5 byte(s)
Stack: 0023:00477720 (0x00000000 0x7698337A 0x12F7F9C8 0x1037FFD4) bob.exe, _callthreadstartex()+27 byte(s), f:\sp\vctools\crt_bld\self_x86\crt\src\threadex.c, line 348+6 byte(s)
Stack: 0023:004777C5 (0x12F7F9C8 0x1037FFD4 0x77C692E2 0x12F7F9C8) bob.exe, _threadstartex()+127 byte(s), f:\sp\vctools\crt_bld\self_x86\crt\src\threadex.c, line 326+5 byte(s)
Stack: 0023:7698337A (0x12F7F9C8 0x67EB3D48 0x00000000 0x00000000) kernel32.dll, BaseThreadInitThunk()+18 byte(s)
Stack: 0023:77C692E2 (0x00477746 0x12F7F9C8 0x00000000 0x00000000) ntdll.dll, RtlInitializeExceptionChain()+99 byte(s)
Stack: 0023:77C692B5 (0x00000000 0x00000000 0x00000000 0x00000000) ntdll.dll, RtlInitializeExceptionChain()+54 byte(s)

Stack dump (old format):
1037ffdc: 00477746 12f7f9c8 00000000 00000000 00000000 00000000 00477746 12f7f9c8
1037fffc: 00000000

EAX=6ADB8294  EBX=000004D8  ECX=2B142FA8  EDX=53FF8B90  ESI=06BCFBA0
EDI=00000000  EBP=1037FFEC  ESP=1037FFDC  EIP=77C692B5  FLG=00010202
CS=0023   DS=002B  SS=002B  ES=002B   FS=0053  GS=002B
Error occurred at 6/15/2015 17:29:52.
D:\Battle of Britain II\bob.exe, run by Me.
4 processor(s), type 586.
1024 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 3

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

Re: Need Help debugging a crash

Post by PV »

Hello, welcome back. Having trimmed off the top line of your
crashlog, I don't see the version number, but I'm presuming
it is something recent - 2.11 or 2.12?

Possible issues: if you have "particle density" set higher than "medium",
you will get a crash. If you don't have a DirectX 9 version july 2011 or
later, you will get a crash. If neither of these, then...

We no longer have a stable of code wizards to parse crashlog errors
promptly, but I can produce a vague imitation of what they would
say, were they here: the phrase "in module <UNKNOWN>" generally
means it wasn't part of the BoB2 code, but some interference or
failure involving other aspects of the computer, such as windows
bits or other software. The "drawloop" may suggest the video is
somehow involved. "EXCEPTION_ILLEGAL_INSTRUCTION" is a very
uncommon crash message. I found one example, and the user had
a problem with an ATI vid card running 2.11. You can read about it
here: http://www.a2asimulations.com/forum/vie ... 12#p208812
(look all the way to end of the thread) eventually it was determined
that the ATI driver was questionable, at least an update fixed it.

Further musings...

I'm mildly puzzled by the line that reports only one Gig of RAM, but
not unduly, as that aspect of the crash code is occasionally flaky,
sometimes reporting 0 RAM.

Also, the crashlog dump is in "old format" which means something, though
I don't know what. I would have also liked to have seen the first couple
of lines following those you've posted, listing loaded modules, as it is often
instructive to see what is higher up on the list than BoB.exe.

Anyway, I guess from your post you are saying it is repeating this crash,
and not letting the sim run. So, do you have multiple crashlogs which all
list "drawloop" and "module <unknown>"? I would guess from the stack dump,
that you've made it to the 3D, correct? Does it always fail at the same point,
and how far into the 3D is that?

Looking at your machine, you should be having no problems with sufficient
RAM, nor video muscle. And I assume you are not finding problems running
other 3D programs?

It is possible that an antivirus is objecting to BoB2 - that has been known to
happen on occasion.

A.Fokker
Airman First Class
Posts: 50
Joined: 10 Aug 2005, 07:58
Location: Amsterdam, Europe

Re: Need Help debugging a crash

Post by A.Fokker »

Thanks for answeing my SOS, PV!

Still no good. I tried turning down particle density, which was at the higest setting. I still have crashes. My Machine is ok I think. I have all other major flight sims running without any problems; IL-2, CloD, BoS, Rof, DCS, none of them cause any trouble.
Any clues would be appreciated very much. BoBII was ny first love after all.

BTW I am running the 2.13 version Stickman put up. I am having the same problem though with 2.11 and 2.12.

Below the crashlog without anything cut away, the debuglog.txt and my bdg.txt file

Code: Select all


------------ Begin of section written with bob.exe, Build/Rebuild all date: May 24 2015 13:58:19 ---------------------------
Bob.exe caused a EXCEPTION_ACCESS_VIOLATION in module <UNKNOWN> at 0023:53FF8B90
Exception handler called in drawloop.
Read from location 538ec5ed caused an access violation.
Code: 12 91 45 44 00 40 80 44 20 00 80 36 c0 ff 7f 3f 
Stack dump:
Stack: 0023:53FF8B90 (0x00000000 0x138E81A0 0x0B2BEB40 0x12E7F174) <UNKNOWN>
Stack: 0023:65083BBD (0x00000000 0x138E81A0 0x138E5968 0x00000000) d3d9.dll, Direct3DCreate9Ex()+93928 byte(s)
Stack: 0023:65083B4E (0x00000000 0x138E5968 0xB36ABDC9 0x0B2BEB40) d3d9.dll, Direct3DCreate9Ex()+93817 byte(s)
Stack: 0023:650839BE (0x0B1E8260 0x0B1EAD9C 0x00000004 0x00000000) d3d9.dll, Direct3DCreate9Ex()+93417 byte(s)
Stack: 0023:6508B8CC (0x0B1E8260 0x00000004 0x00000000 0x00000000) d3d9.dll, Direct3DCreate9Ex()+125943 byte(s)
Stack: 0023:6508B774 (0x0B1E8260 0x00000004 0x00000000 0x00000000) d3d9.dll, Direct3DCreate9Ex()+125599 byte(s)
Stack: 0023:005270BD (0x12911D64 0x000002AA 0x00000003 0x00A3C620) Bob.exe, DynamicVertexBuffer::Flush()+4637 byte(s), c:\merlin\bob\src\lib3d\renderd3d9.cpp, line 1151+108 byte(s)
Stack: 0023:005275CA (0x00000001 0x4FE5DB38 0x00863E60 0x0052B908) Bob.exe, DynamicVertexBuffer::Render()+634 byte(s), c:\merlin\bob\src\lib3d\renderd3d9.cpp, line 1380+12 byte(s)
Stack: 0023:0052A1EA (0x12E7F3C4 0x00000003 0x00000001 0x4FE5DB38) Bob.exe, DynamicVertexBuffer::AddPrimitive()+106 byte(s), c:\merlin\bob\src\lib3d\renderd3d9.cpp, line 676
Stack: 0023:0052B908 (0x00000003 0x00000002 0x87FFFF00 0x4FE5DB38) Bob.exe, Renderer::AddPrimitive()+72 byte(s), c:\merlin\bob\src\lib3d\renderd3d9.cpp, line 2361
Stack: 0023:0054A370 (0x12E7F3F8 0x4FE5DB38 0x086C0048 0x0054F046) Bob.exe, Lib3D::AddTransformedPoly()+160 byte(s), c:\merlin\bob\src\lib3d\lib3d.cpp, line 4090
Stack: 0023:0054AE04 (0x4FE5DB38 0x00000003 0x006F4D0F 0x005C9D8E) Bob.exe, Lib3D::AddPolyToList()+116 byte(s), c:\merlin\bob\src\lib3d\lib3d.cpp, line 7780+7 byte(s)
Stack: 0023:0054F046 (0x0FCD0175 0x00000030 0x0FCD00D3 0x00000000) Bob.exe, Lib3D::EndPoly()+118 byte(s), c:\merlin\bob\src\lib3d\lib3d.cpp, line 8022
Stack: 0023:005C9D8E (0x00000003 0x12E7F48C 0x005C9F5B 0x0FCD15F7) Bob.exe, shape::dorelpoly()+157 byte(s), c:\merlin\bob\src\3d\3dcom.cpp, line 5442
Stack: 0023:005BEB53 (0x0FCD15F7 0x0FCD0022 0x00000043 0x0F071A30) Bob.exe, shape::InterpLoop()+77 byte(s), c:\merlin\bob\src\3d\3dcom.cpp, line 15188+17 byte(s)
Stack: 0023:005C9F5B (0x12E7F48C 0x0FCD004F 0x005D9521 0x0FCD15CD) Bob.exe, shape::donsubs()+39 byte(s), c:\merlin\bob\src\3d\3dcom.cpp, line 6252
Stack: 0023:005BEB53 (0x0FCD15CD 0x00000000 0x00000000 0x05069945) Bob.exe, shape::InterpLoop()+77 byte(s), c:\merlin\bob\src\3d\3dcom.cpp, line 15188+17 byte(s)
Stack: 0023:005D9521 (0x05069945 0x05069945 0x00000002 0x050696C0) Bob.exe, shape::draw_shape()+249 byte(s), c:\merlin\bob\src\3d\3dcom.cpp, line 1781
Stack: 0023:005DF1D6 (0x006C0048 0x0A0455B0 0x00000005 0x00000000) Bob.exe, shape::process_shape()+774 byte(s), c:\merlin\bob\src\3d\3dcom.cpp, line 1269
Stack: 0023:005E1A43 (0x05069945 0x00000001 0x05069945 0xBDFB9B02) Bob.exe, ThreeDee::AddVisibleShape()+1460 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 6823
Stack: 0023:005E1D69 (0x715426E0 0x050696C0 0x05565348 0xBF1021FB) Bob.exe, ThreeDObject::Draw()+234 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 9272
Stack: 0023:005BC853 (0x00000000 0x0A0458DC 0x050696C0 0x0A0455B0) Bob.exe, ThreeDee::DrawVisibleObjects()+1351 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 6536
Stack: 0023:00602BF6 (0x0A0455B0 0x0A168978 0x2DB68D6B 0x0F264E30) Bob.exe, ThreeDee::render3d()+2227 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 2073
Stack: 0023:00603010 (0x086C0048 0x0A0455B0 0x0A168978 0xB393462A) Bob.exe, ThreeDee::render()+124 byte(s), c:\merlin\bob\src\3d\3dcode.cpp, line 4840
Stack: 0023:0041A13E (0x0F264E30 0xB393472E 0x00000000 0x09F86E60) Bob.exe, View3d::drawloop()+357 byte(s), c:\merlin\bob\src\mfc\stub3d.cpp, line 1827
Stack: 0023:0042C8D3 (0x0018FB40 0xB39347E6 0x00000000 0x09F86E60) Bob.exe, _AfxThreadEntry()+218 byte(s), f:\sp\vctools\vc7libs\ship\atlmfc\src\mfc\thrdcore.cpp, line 109+5 byte(s)
Stack: 0023:00477720 (0x00000000 0x7677337A 0x09F86E60 0x12E7FFD4) Bob.exe, _callthreadstartex()+27 byte(s), f:\sp\vctools\crt_bld\self_x86\crt\src\threadex.c, line 348+6 byte(s)
Stack: 0023:004777C5 (0x09F86E60 0x12E7FFD4 0x777592E2 0x09F86E60) Bob.exe, _threadstartex()+127 byte(s), f:\sp\vctools\crt_bld\self_x86\crt\src\threadex.c, line 326+5 byte(s)
Stack: 0023:7677337A (0x09F86E60 0x653776F4 0x00000000 0x00000000) kernel32.dll, BaseThreadInitThunk()+18 byte(s)
Stack: 0023:777592E2 (0x00477746 0x09F86E60 0x00000000 0x00000000) ntdll.dll, RtlInitializeExceptionChain()+99 byte(s)
Stack: 0023:777592B5 (0x00477746 0x09F86E60 0x00000000 0x373EECC6) ntdll.dll, RtlInitializeExceptionChain()+54 byte(s)

Stack dump (old format):
12e7ffdc: 00477746 09f86e60 00000000 00000000 00000000 00000000 00477746 09f86e60
12e7fffc: 00000000

EAX=65068294  EBX=00000544  ECX=138E81A8  EDX=53FF8B90  ESI=0B2BEB40
EDI=00000000  EBP=12E7FFEC  ESP=12E7FFDC  EIP=777592B5  FLG=00010206
CS=0023   DS=002B  SS=002B  ES=002B   FS=0053  GS=002B
Error occurred at 6/16/2015 22:08:04.
D:\Battle of Britain II\Bob.exe, run by Me.
4 processor(s), type 586.
1024 MBytes physical memory.
OS: 6.1 build 7600 platform 2 

	Module list: names, addresses, sizes, time stamps and file times:
D:\Battle of Britain II\Bob.exe, loaded at 0x00400000 - 4468736 bytes - 55621f4d - file date is 5/24/2015 20:58:24
C:\Windows\system32\d3dx9_30.dll, loaded at 0x064f0000 - 2388176 bytes - 442d83c4 - file date is 3/31/2006 13:40:58
C:\Program Files (x86)\NaturalPoint\TrackIR5\NPClient.dll, loaded at 0x08860000 - 9728 bytes - 5110865d - file date is 2/4/2013 20:11:12
D:\Battle of Britain II\English\text\boblang.dll, loaded at 0x0b370000 - 688128 bytes - 55621d7a - file date is 6/15/2015 16:52:42
D:\Battle of Britain II\muParser.dll, loaded at 0x10000000 - 225280 bytes - 428e0f2d - file date is 11/13/2007 18:25:56
C:\PROGRA~2\COMMON~1\merlin\ocx\Rbutton.ocx, loaded at 0x10100000 - 401408 bytes - 45ab6c8c - file date is 1/15/2007 07:59:10
C:\PROGRA~2\COMMON~1\merlin\ocx\RCombo.ocx, loaded at 0x10200000 - 466944 bytes - 45ab6c98 - file date is 1/15/2007 07:59:22
C:\PROGRA~2\COMMON~1\merlin\ocx\REdtBt.ocx, loaded at 0x10400000 - 389120 bytes - 45ab6cbc - file date is 1/15/2007 07:59:58
C:\PROGRA~2\COMMON~1\merlin\ocx\RRadio.ocx, loaded at 0x10500000 - 380928 bytes - 45ab6cf4 - file date is 1/15/2007 08:00:54
C:\PROGRA~2\COMMON~1\merlin\ocx\RListBox.ocx, loaded at 0x10600000 - 503808 bytes - 45ab6cda - file date is 1/15/2007 08:00:28
C:\PROGRA~2\COMMON~1\merlin\ocx\Rscrlbar.ocx, loaded at 0x10700000 - 376832 bytes - 45ab6d00 - file date is 1/15/2007 08:01:06
C:\PROGRA~2\COMMON~1\merlin\ocx\RStatic.ocx, loaded at 0x10a00000 - 385024 bytes - 45ab6d4c - file date is 1/15/2007 08:02:22
C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI.dll, loaded at 0x63760000 - 1169496 bytes - 55669050 - file date is 5/28/2015 05:52:36
C:\Windows\system32\nvd3dum.dll, loaded at 0x63890000 - 12852152 bytes - 5566828b - file date is 5/28/2015 09:04:12
C:\Windows\AppPatch\AcXtrnal.DLL, loaded at 0x644d0000 - 211968 bytes - 4a5bd98a - file date is 7/14/2009 03:14:54
C:\Windows\AppPatch\AcGenral.DLL, loaded at 0x64730000 - 2178560 bytes - 54f684d7 - file date is 3/4/2015 06:10:54
C:\Windows\system32\dbghelp.dll, loaded at 0x64960000 - 854016 bytes - 4ce7b7bc - file date is 11/21/2010 05:24:10
C:\Windows\System32\npmproxy.dll, loaded at 0x64ed0000 - 16896 bytes - 4a5bdad5 - file date is 7/14/2009 03:16:12
C:\Windows\system32\dhcpcsvc.DLL, loaded at 0x64ee0000 - 61952 bytes - 4a5bd9b5 - file date is 7/14/2009 03:15:12
C:\Windows\System32\netprofm.dll, loaded at 0x64f00000 - 360448 bytes - 4a5bda75 - file date is 7/14/2009 03:16:04
C:\Windows\system32\PROPSYS.dll, loaded at 0x64f60000 - 988160 bytes - 4ce7b983 - file date is 11/21/2010 05:24:10
C:\Windows\system32\d3d9.dll, loaded at 0x65060000 - 1828352 bytes - 4ce7b7b3 - file date is 11/21/2010 05:24:24
C:\Program Files (x86)\Stardock\WindowBlinds\WBLIND.dll, loaded at 0x66000000 - 919904 bytes - 5519699f - file date is 4/1/2015 19:35:56
C:\Program Files (x86)\Stardock\WindowBlinds\wbhelp.dll, loaded at 0x66600000 - 87416 bytes - 4c658114 - file date is 3/10/2014 16:51:50
C:\Windows\system32\dhcpcsvc6.DLL, loaded at 0x6a760000 - 44032 bytes - 50745f7c - file date is 10/9/2012 19:40:32
C:\Windows\System32\fwpuclnt.dll, loaded at 0x6adc0000 - 216576 bytes - 5258ada6 - file date is 10/12/2013 04:01:26
C:\Windows\system32\mswsock.dll, loaded at 0x6ae00000 - 231424 bytes - 522bdb3e - file date is 9/8/2013 04:04:00
C:\Windows\system32\rsaenh.dll, loaded at 0x70da0000 - 242936 bytes - 4a5bdae0 - file date is 7/14/2009 03:17:56
C:\Windows\system32\CRYPTSP.dll, loaded at 0x70de0000 - 81408 bytes - 53b9fa22 - file date is 7/7/2014 03:40:08
C:\Windows\system32\DNSAPI.dll, loaded at 0x70e00000 - 270336 bytes - 4d6f2733 - file date is 3/3/2011 07:38:02
C:\Windows\system32\rasadhlp.dll, loaded at 0x70e90000 - 11776 bytes - 4a5bdad6 - file date is 7/14/2009 03:16:14
C:\Windows\System32\wship6.dll, loaded at 0x70ea0000 - 10752 bytes - 4a5bdb56 - file date is 7/14/2009 03:16:22
C:\Windows\system32\WINMM.dll, loaded at 0x71540000 - 194048 bytes - 4ce7ba42 - file date is 11/21/2010 05:24:18
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.7601.18837_none_ec86b8d6858ec0bc\COMCTL32.dll, loaded at 0x71580000 - 530432 bytes - 553a83e2 - file date is 4/24/2015 19:57:00
C:\Windows\system32\RpcRtRemote.dll, loaded at 0x71750000 - 46080 bytes - 4ce7992f - file date is 11/21/2010 05:24:16
C:\Windows\System32\wshtcpip.dll, loaded at 0x71770000 - 9216 bytes - 4a5bdb5a - file date is 7/14/2009 03:16:22
C:\Windows\system32\api-ms-win-downlevel-advapi32-l2-1-0.dll, loaded at 0x71780000 - 3584 bytes - 50f3234e - file date is 1/13/2013 23:12:48
C:\Windows\system32\dwmapi.dll, loaded at 0x71860000 - 67584 bytes - 5503a500 - file date is 3/14/2015 05:04:48
C:\Windows\system32\DINPUT8.dll, loaded at 0x71880000 - 145408 bytes - 4a5bd9c1 - file date is 7/14/2009 03:15:12
C:\Windows\system32\Secur32.dll, loaded at 0x718b0000 - 22016 bytes - 556362ec - file date is 5/25/2015 20:01:40
C:\Windows\system32\samcli.dll, loaded at 0x722f0000 - 51200 bytes - 4ce7b9a0 - file date is 11/21/2010 05:23:56
C:\Windows\system32\wbload.dll, loaded at 0x72300000 - 136056 bytes - 55145b94 - file date is 4/1/2015 19:35:56
C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7601.18837_none_41e855142bd5705d\Comctl32.dll, loaded at 0x72550000 - 1680896 bytes - 553a8345 - file date is 4/24/2015 19:54:14
C:\Windows\system32\MPR.dll, loaded at 0x731c0000 - 64000 bytes - 4a5bda36 - file date is 7/14/2009 03:15:42
C:\Windows\AppPatch\AcLayers.DLL, loaded at 0x731e0000 - 561664 bytes - 507d0f4c - file date is 10/16/2012 09:39:54
C:\Windows\System32\nlaapi.dll, loaded at 0x732c0000 - 52224 bytes - 54827c5c - file date is 12/6/2014 05:50:20
C:\Windows\system32\api-ms-win-downlevel-shlwapi-l2-1-0.dll, loaded at 0x732d0000 - 5632 bytes - 50f322eb - file date is 1/13/2013 23:11:08
C:\Windows\system32\midimap.dll, loaded at 0x732e0000 - 16896 bytes - 4a5bda84 - file date is 7/14/2009 03:15:42
C:\Windows\system32\msacm32.drv, loaded at 0x732f0000 - 20992 bytes - 4a5bda4f - file date is 7/14/2009 03:14:10
C:\Windows\system32\AUDIOSES.DLL, loaded at 0x73300000 - 195584 bytes - 542dfe75 - file date is 10/3/2014 03:44:28
C:\Windows\system32\wdmaud.drv, loaded at 0x73340000 - 172032 bytes - 4ce7ba26 - file date is 11/21/2010 05:24:02
C:\Windows\system32\MMDevAPI.DLL, loaded at 0x73370000 - 213504 bytes - 4ce7b892 - file date is 11/21/2010 05:23:52
C:\Windows\system32\AVRT.dll, loaded at 0x733c0000 - 14336 bytes - 4a5bd998 - file date is 7/14/2009 03:15:00
C:\Windows\system32\ksuser.dll, loaded at 0x733d0000 - 4608 bytes - 4a5bdab3 - file date is 7/14/2009 03:15:36
C:\Windows\system32\SortWindows6Compat.dll, loaded at 0x733e0000 - 54784 bytes - 4a5bdb2b - file date is 7/14/2009 03:16:16
C:\Windows\system32\SHUNIMPL.DLL, loaded at 0x73400000 - 10752 bytes - 4ce79627 - file date is 11/21/2010 05:24:16
C:\Windows\system32\sfc_os.DLL, loaded at 0x73410000 - 40960 bytes - 4a5bdb02 - file date is 7/14/2009 03:16:16
C:\Windows\system32\MSACM32.dll, loaded at 0x73420000 - 72192 bytes - 4a5bda4e - file date is 7/14/2009 03:15:44
C:\Windows\system32\DSOUND.dll, loaded at 0x73440000 - 453632 bytes - 4a5bd9fd - file date is 7/14/2009 03:15:14
C:\Windows\system32\sfc.dll, loaded at 0x734e0000 - 2560 bytes - 4a5bdb01 - file date is 7/14/2009 03:10:24
C:\Windows\system32\oledlg.dll, loaded at 0x734f0000 - 103424 bytes - 4a5bdace - file date is 7/14/2009 03:16:14
C:\Windows\system32\d3d8thk.dll, loaded at 0x738c0000 - 11264 bytes - 4a5bd9a8 - file date is 7/14/2009 03:15:10
C:\Windows\system32\apphelp.dll, loaded at 0x73b40000 - 295936 bytes - 54f68515 - file date is 3/4/2015 06:10:54
C:\Windows\system32\IPHLPAPI.DLL, loaded at 0x73bb0000 - 103936 bytes - 4ce7b859 - file date is 11/21/2010 05:24:34
C:\Windows\system32\UxTheme.dll, loaded at 0x73bd0000 - 245760 bytes - 4a5bdb3c - file date is 7/14/2009 03:11:26
C:\Windows\system32\WINNSI.DLL, loaded at 0x73c60000 - 16896 bytes - 4a5bdb43 - file date is 7/14/2009 03:16:20
C:\Windows\system32\POWRPROF.dll, loaded at 0x740a0000 - 145408 bytes - 4a5bdb0c - file date is 7/14/2009 03:16:14
C:\Windows\system32\HID.DLL, loaded at 0x74230000 - 22016 bytes - 4a5bd9ec - file date is 7/14/2009 03:15:26
C:\Windows\system32\WINSPOOL.DRV, loaded at 0x74f50000 - 320000 bytes - 4ce7ba4b - file date is 11/21/2010 05:24:10
C:\Windows\system32\VERSION.dll, loaded at 0x74fb0000 - 21504 bytes - 4a5bdb2b - file date is 7/14/2009 03:16:18
C:\Windows\syswow64\CRYPTBASE.dll, loaded at 0x75080000 - 36864 bytes - 4a5bbf41 - file date is 7/14/2009 03:15:08
C:\Windows\syswow64\SspiCli.dll, loaded at 0x75090000 - 96768 bytes - 55636318 - file date is 5/25/2015 19:59:54
C:\Windows\syswow64\USERENV.dll, loaded at 0x750f0000 - 81920 bytes - 4ce7ba28 - file date is 11/21/2010 05:24:18
C:\Windows\syswow64\MSASN1.dll, loaded at 0x75110000 - 34304 bytes - 4ce7b8c9 - file date is 11/21/2010 05:23:50
C:\Windows\syswow64\LPK.dll, loaded at 0x75120000 - 25600 bytes - 54e6b443 - file date is 2/20/2015 06:12:52
C:\Windows\syswow64\WINTRUST.dll, loaded at 0x75130000 - 179200 bytes - 53b9fa5f - file date is 7/7/2014 03:40:38
C:\Windows\syswow64\msvcrt.dll, loaded at 0x75160000 - 690688 bytes - 4eeaf722 - file date is 12/16/2011 09:53:00
C:\Windows\syswow64\api-ms-win-downlevel-user32-l1-1-0.dll, loaded at 0x75210000 - 4096 bytes - 50f322f9 - file date is 1/13/2013 23:11:22
C:\Windows\syswow64\SETUPAPI.dll, loaded at 0x75220000 - 1667584 bytes - 4ce7b9d9 - file date is 11/21/2010 05:23:52
C:\Windows\syswow64\CRYPT32.dll, loaded at 0x753c0000 - 1174528 bytes - 548a77ba - file date is 12/12/2014 07:07:28
C:\Windows\syswow64\WS2_32.dll, loaded at 0x754f0000 - 206848 bytes - 4ce7ba68 - file date is 11/21/2010 05:23:56
C:\Windows\syswow64\urlmon.dll, loaded at 0x75530000 - 1309696 bytes - 555fe300 - file date is 5/23/2015 04:16:44
C:\Windows\syswow64\USP10.dll, loaded at 0x75680000 - 626688 bytes - 5359c2c9 - file date is 4/25/2014 04:06:18
C:\Windows\syswow64\CLBCatQ.DLL, loaded at 0x75720000 - 522240 bytes - 4a5bd9b1 - file date is 7/14/2009 03:15:04
C:\Windows\syswow64\comdlg32.dll, loaded at 0x757b0000 - 485888 bytes - 4ce7b82d - file date is 11/21/2010 05:23:50
C:\Windows\syswow64\GDI32.dll, loaded at 0x75830000 - 311808 bytes - 54f7d5f2 - file date is 3/5/2015 06:05:08
C:\Windows\syswow64\profapi.dll, loaded at 0x758c0000 - 31744 bytes - 4a5bbf41 - file date is 7/14/2009 03:16:14
C:\Windows\syswow64\DEVOBJ.dll, loaded at 0x758d0000 - 64512 bytes - 4ddb887d - file date is 5/24/2011 12:40:06
C:\Windows\syswow64\OLEAUT32.dll, loaded at 0x758f0000 - 571904 bytes - 54754919 - file date is 11/26/2014 05:32:06
C:\Windows\syswow64\PSAPI.DLL, loaded at 0x75980000 - 6144 bytes - 4a5bdace - file date is 7/14/2009 03:16:14
C:\Windows\syswow64\SHELL32.dll, loaded at 0x759f0000 - 12875264 bytes - 54dd8ab4 - file date is 2/13/2015 07:26:20
C:\Windows\syswow64\ADVAPI32.dll, loaded at 0x76640000 - 641536 bytes - 5563620e - file date is 5/25/2015 20:01:18
C:\Windows\syswow64\api-ms-win-downlevel-ole32-l1-1-0.dll, loaded at 0x766f0000 - 5632 bytes - 50f322ec - file date is 1/13/2013 23:11:10
C:\Windows\syswow64\SHLWAPI.dll, loaded at 0x76700000 - 350208 bytes - 4ce7b9e2 - file date is 11/21/2010 05:23:50
C:\Windows\syswow64\kernel32.dll, loaded at 0x76760000 - 1114112 bytes - 556363bb - file date is 5/25/2015 19:59:52
C:\Windows\syswow64\CFGMGR32.dll, loaded at 0x76900000 - 145920 bytes - 4ddb8851 - file date is 5/24/2011 12:39:40
C:\Windows\syswow64\ole32.dll, loaded at 0x76930000 - 1414144 bytes - 4ce7b96f - file date is 11/21/2010 05:24:02
C:\Windows\syswow64\imagehlp.dll, loaded at 0x76a90000 - 159232 bytes - 5261e244 - file date is 10/19/2013 03:37:00
C:\Windows\SysWOW64\sechost.dll, loaded at 0x76b10000 - 92160 bytes - 556362e4 - file date is 5/25/2015 20:01:40
C:\Windows\syswow64\api-ms-win-downlevel-normaliz-l1-1-0.dll, loaded at 0x76b30000 - 2560 bytes - 50f3244e - file date is 1/13/2013 23:17:04
C:\Windows\syswow64\NSI.dll, loaded at 0x76b40000 - 8704 bytes - 4a5bdad9 - file date is 7/14/2009 03:16:12
C:\Windows\syswow64\USER32.dll, loaded at 0x76b50000 - 833024 bytes - 4ce7ba59 - file date is 11/21/2010 05:24:22
C:\Windows\syswow64\RPCRT4.dll, loaded at 0x76c50000 - 664064 bytes - 53c3352a - file date is 7/14/2014 03:41:00
C:\Windows\syswow64\MSCTF.dll, loaded at 0x76d40000 - 828928 bytes - 54b9c914 - file date is 1/17/2015 04:30:44
C:\Windows\syswow64\WININET.dll, loaded at 0x76e10000 - 1950720 bytes - 555fe3e1 - file date is 5/23/2015 04:20:36
C:\Windows\syswow64\iertutil.dll, loaded at 0x77000000 - 2278912 bytes - 555fefa8 - file date is 5/23/2015 05:10:48
C:\Windows\system32\IMM32.DLL, loaded at 0x77240000 - 119808 bytes - 4ce7ba53 - file date is 11/21/2010 05:24:26
C:\Windows\syswow64\normaliz.DLL, loaded at 0x772a0000 - 2048 bytes - 4a5bdad4 - file date is 7/14/2009 03:09:02
C:\Windows\syswow64\api-ms-win-downlevel-shlwapi-l1-1-0.dll, loaded at 0x772b0000 - 9728 bytes - 50f3244f - file date is 1/13/2013 23:17:04
C:\Windows\syswow64\api-ms-win-downlevel-version-l1-1-0.dll, loaded at 0x772c0000 - 3072 bytes - 50f322eb - file date is 1/13/2013 23:11:08
C:\Windows\syswow64\KERNELBASE.dll, loaded at 0x772d0000 - 274944 bytes - 556363bc - file date is 5/25/2015 19:59:52
C:\Windows\syswow64\api-ms-win-downlevel-advapi32-l1-1-0.dll, loaded at 0x776f0000 - 10752 bytes - 50f3243a - file date is 1/13/2013 23:16:44
C:\Windows\SysWOW64\ntdll.dll, loaded at 0x77720000 - 1310744 bytes - 55636317 - file date is 5/25/2015 20:04:10

------------ End of section written with bob.exe, Build/Rebuild all date: May 24 2015 13:58:19 ---------------------------
Here is the debug log:

Code: Select all

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 10847
pLandTexRezTable = 7916c8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 10874
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 1134
Entered View3d::MakePassive in .\STUB3D.CPP at line 1145
Entered Lib3D::SetDriverAndMode in .\LIB3D.CPP at line 2320
Entered Lib3D::_SetDriverAndMode in .\LIB3D.CPP at line 2366
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 = 1280 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 1221
before pInput->Enter3d in .\STUB3D.CPP at line 1226
before NewInitTileManager in .\STUB3D.CPP at line 1307
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 = 1254f704 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 1964
pTileBuffer = 15232c7c 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 = 1 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 = 49 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 = 76e0d8 in c:\merlin\bob\src\3d\..\3D\Landscap.cpp at line 2114
before AllocateLandscapeTextures in .\STUB3D.CPP at line 1309
DeviceLost (possibly): SetupRenderBlocks()! in .\RenderD3D9.cpp at line 2400
before SetDirectSoundWindow in .\STUB3D.CPP at line 1319
before ViewPoint in .\STUB3D.CPP at line 1332
before OverLay.SetScreen in .\STUB3D.CPP at line 1341
before OverLay.LoaderScreen in .\STUB3D.CPP at line 1344
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 1347
In InitGeometry in .\StaticInitExitD3D9.cpp at line 204
DeleteStaticRendererStuff in .\StaticInitExitD3D9.cpp at line 174
CTextureInfoViaRowanIndex::re_init in ..\3D\wkimage.cpp at line 68
FreeMultiSkins in .\MultiSkin.cpp at line 520
After theTextureInfoViaRowanIndex.re_init in .\StaticInitExitD3D9.cpp at line 213
After loading deferred shapes in .\StaticInitExitD3D9.cpp at line 227
After WKInitGeometry in .\STUB3D.CPP at line 1354
before _Miles.Init3D in .\STUB3D.CPP at line 1357
before _Miles.SetDirectSoundWindow in .\STUB3D.CPP at line 1363
before OverLay.LoaderScreen(0+32); 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
after OverLay.LoaderScreen(0+32); in .\STUB3D.CPP at line 1368
After _Miles.SetVolumes(TRUE); in .\STUB3D.CPP at line 1373
before OverLay.LoaderScreen(0+48); in .\STUB3D.CPP at line 1385
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 1396
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 1399
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) = 920, tccount  = 11
 in .\OVERLAY.CPP at line 4210
before WaitEndDraw(D_YES);  in .\STUB3D.CPP at line 1413
after WaitEndDraw(D_YES);  in .\STUB3D.CPP at line 1416
After if (!tmpview) in c:\merlin\bob\src\mfc\..\MFC\Rtestsh1.cpp at line 283

Here's my bdg.txt

Code: Select all

VERSION = 3
# BOB version
# BDG Release version

# (floating point) numbers :
TRACKIR_Z_AXIS_MODE = 1
EYE_X_POS = 0.000000
EYE_Y_POS = 0.000000
EYE_Z_POS = 0.000000
NEAR_CLIP_NON_COCKPIT = 200.000000
WK_LANDSCAPE_TEXTURES= 1
BOB_SCREENSHOT_MODE= 0
SHADER2TWEAK= # give full path!
Single_Character_Label_Enemy=        # Input a single character Label for the Enemy of your choice
Single_Character_Label_Friendly=        # Input a single character Label for the Friendly of your choice
BULLET_LIFESPAN = 5.00
CPTVIEWPOINTTRAVELRATE = 20.000000
IN_CLOUD_EFFECT_POLY_COUNT= 50
IN_CLOUD_EFFECT_POLY_SIZE= 100.0000
IN_CLOUD_EFFECT_POLY_DOMAIN= 200.0000
IN_CLOUD_EFFECT_DENSITY = 0.0000 1.0000
BOB_WING_OV_A = 100.000000  #Bomber Phase one wing, straggler
BOB_WING_OV_B = 160.000000  #Bomber Phase two wing
BOB_ENG_OV_A = 100.000000  #Bomber Phase one engine, straggler
BOB_ENG_OV_B = 200.000000  #Phase two engine
BOB_CAN_A = 50.000000  #Bomber Phase one canopy, straggler
BOB_CAN_B = 100.000000  #Phase two canopy
BOB_CAN = 2.000000  #JU87 canopy
BOB_ENG = 190.000000  #Used for determining engine fire, do not change

DITHER_FACTOR= 1
BOB_DITHER_ALPHA = -1.000000
BOB_DITHER_LOOK_UP[0]=0
BOB_DITHER_LOOK_UP[1]=0
BOB_DITHER_LOOK_UP[2]=0
BOB_DITHER_LOOK_UP[3]=0
BOB_DITHER_LOOK_UP[4]=0
BOB_DITHER_LOOK_UP[5]=1
BOB_DITHER_LOOK_UP[6]=1
BOB_DITHER_LOOK_UP[7]=1
BOB_DITHER_LOOK_UP[8]=1
BOB_DITHER_LOOK_UP[9]=1
BOB_DITHER_LOOK_UP[10]=2
BOB_DITHER_LOOK_UP[11]=2
BOB_DITHER_LOOK_UP[12]=2
BOB_DITHER_LOOK_UP[13]=2
BOB_DITHER_LOOK_UP[14]=0
BOB_DITHER_LOOK_UP[15]=5
BOB_DITHER_LOOK_UP[16]=2
BOB_DITHER_LOOK_UP[17]=0
BOB_DITHER_LOOK_UP[18]=2
BOB_DITHER_LOOK_UP[19]=0
BOB_DITHER_LOOK_UP[20]=-1
BOB_DITHER_LOOK_UP[21]=-1
BOB_DITHER_LOOK_UP[22]=1
BOB_DITHER_LOOK_UP[23]=3
BOB_DITHER_LOOK_UP[24]=3
BOB_DITHER_LOOK_UP[25]=3
BOB_DITHER_LOOK_UP[26]=3
BOB_DITHER_LOOK_UP[27]=3
BOB_DITHER_LOOK_UP[28]=4
BOB_DITHER_LOOK_UP[29]=5
BOB_DITHER_LOOK_UP[30]=3
BOB_DITHER_LOOK_UP[31]=2
# On/Off switches:
BDG_OUT_CACHING=ON
TRACKIR=OFF
NO_OUTSIDE_TRACKIR=OFF
PADLOCK_OVERRIDES_TRACKIR=ON
EXPERIMENTAL_DISALLOW_DYNAMIC_RENDERER=OFF
ENEMY_POSITION_INDICATOR=OFF
SMOOTHEN_FRAMERATE_MODE=NONE    # valid modes: NONE, LIMITED, SMOOTHEN, LIMIT_AND_SMOOTHEN
2DGAUGES_IN_PADLOCK_MODE=DISPLAY_SELF_ALWAYS    # valid modes: DISPLAY_SELF_ALWAYS, DISPLAY_PADLOCKED_PLANE_DAMAGE_DATA, DISPLAY_PADLOCKED_PLANE_ALL_DATA
MULTI_SKIN_MODE=DISABLE    # valid modes: DISABLE, ENABLE, FX_FILES_ONLY, MS_FILES_ONLY. Only active when MultiSkin is installed
SPC_Skill_RAF=NONE    # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level)
SPC_Skill_LUF=NONE    # valid selections (must spell correctly or defaults to NONE): HERO, ACE, VETERAN, REGULAR, POOR, NOVICE, NONE (NONE is default means no forced SPC skill level)
USE_DUMMY_IF_TEXTURE_MISSES=ON
NO_FRIENDLY_COLLISIONS=OFF
DRAW_PADLOCK_CENTER_BOX=OFF
WINAMP_FADES_OUT=OFF
FORCE_WINDOWED_MODE=OFF
WATER_COLOUR_DARK_R = 55
WATER_COLOUR_DARK_G = 55
WATER_COLOUR_DARK_B = 55
WATER_COLOUR_LIGHT_R = 0
WATER_COLOUR_LIGHT_G = 0
WATER_COLOUR_LIGHT_B = 0
LABELCOLOUR_FRIENDLY = 0000ff
LABELCOLOUR_ENEMY = ff0000
INFOLINE_COLOUR = ffffffff
INTRO_VIDEO=OFF
FOV_SMALL = 25.000000
FOV_MEDIUM = 50.000000
FOV_LARGE = 80.000000
FOV_TOGGLE_SMALL = 35.000000
FOV_TOGGLE_LARGE = 70.000000
FOV_INITIAL = 60.000000
FOV_MINIMAL = 25.000000
FOV_MAXIMAL = 80.000000
PC_PITCH = 10.000000
PC_HDG = 10.000000
CONVERGENCE = 250
UDET_TEST_MODE = 0
TRACKVIEWRANGE = 256
LABEL_FULL_ALPHA = 2000
LABEL_HALF_ALPHA = 6000
LABEL_ZERO_ALPHA = 8000
PERIPHERAL_VISION_RANGE = 4000
MINIDUMPLOG_TYPE = 1
PERFORMANCE_TEST_MODE = 0 # 0 = no testing 1 = polyrate testing 2 = fps testing

DEBUG_NORMALS_OF_SHAPE_NUMBER = -1 # -1 = no shape

CPTVIEWPOINTTRAVELINC = 150
RAIN_FACTOR = 32
OBJECT_DENSITY = 4
Maneuvre_Testing = 0
Maneuvre_Testing1 = 0
Maneuvre_Testing2 = 0
LT_BRIT_BOFORS_Reloadtime = 300       #the reload time in cseconds (cs / 100 = seconds) for the LT_BRIT_BOFORS 40 MM AA Gun. Just increase this parameter to reduce the BOFOR rate of fire
Render_Sheep_View_Radius = 0
Dispersion_Bomber_Gunner_Player = 450                           #For Dispersion Beta Testers and customer tuners
Dispersion_Bomber_Gunner_AI = 200				#For Dispersion Beta Testers and customer tuners
Dispersion_Flyable_Planes_Player = 100				#For Dispersion Beta Testers and customer tuners
Dispersion_Front_Cannons_AI = 100				#For Dispersion Beta Testers and customer tuners
Dispersion_Def_JU87_Front_Guns_AI = 100				#For Dispersion Beta Testers and customer tuners
Dispersion_Heavy_Fighters_Front_Guns_AI = 100            #For Dispersion Beta Testers and customer tuners
Dispersion_Def_Rear_Gunner_AI = 150				#For Dispersion Beta Testers and customer tuners
Dispersion_JU87_Rear_Gunner_AI = 200				#For Dispersion Beta Testers and customer tuners
Dispersion_ME110_Rear_Gunner_AI = 200				#For Dispersion Beta Testers and customer tuners
Dispersion_Veteran_Regular_Skill_Increment = 10                         #For Dispersion Beta Testers and customer tuners
Dispersion_Poor_Novice_Skill_Increment = 20                     #For Dispersion Beta Testers and customer tuners
Air_To_Air_Collision_Bubble_Size = 10       #set smaller for fewer collisions and larger for more collisions(intergers only)
Spitfire_Aileron_Trim_Delta = 1500                  #FM Adjustment for FM Engineer, default = 0
Hurricane_Aileron_Trim_Delta = 1450                #FM Adjustment for FM Engineer, default = 0
BF109_Aileron_Trim_Delta = 1250                 #FM Adjustment for FM Engineer, default = 0
BF110_Aileron_Trim_Delta = 400                 #FM Adjustment for FM Engineer, default = 0
JU87B_Aileron_Trim_Delta = 1400                 #FM Adjustment for FM Engineer, default = 0
Tiger_Moth_Aileron_Trim_Delta = -4150                #FM Adjustment for FM Engineer, default = -4150
BF109_Rudder_Trim_Delta = 150                 #FM Adjustment for FM Engineer, default = 0
Tiger_Moth_Rudder_Trim_Delta = -1400                #FM Adjustment for FM Engineer, default = -1400
Max_Number_AI_Targeting_Player = 1
Max_Number_AI_Targeting_AI = 2
Time_In_IA_Missions_Until_LUF_Returns_Home = 0	# (in minutes), Set to 0 for no time limit in an IA mission until the LUF return home
PARTICLE_DENSITY = 3
NO_OF_HIRES_SCREENIE_TILES = 6 # per line/row, so a '4' leads to 16 actual tiles, each as large as the screen.

OVERRIDE_FIRST_PROP_RPM_SWITCH = 200
SHAPE_NUM_OF_FOREST_RIM_TREES = 62
Weather_Dawn_Time_Sec = 17100.000000
Weather_Dusk_Time_Sec = 71700.000000
Weather_CloudAlbedo = 1.000000
Weather_SunGlow = 0.250000
Weather_SunFlare = 0.500000
Weather_SkyLambda3 = 2250000.000000
Weather_SkyLambda2 = 1604038.000000
Weather_SkyLambda1 = 1250000.000000
Weather_SunLambda3 = 0.506000
Weather_SunLambda2 = 0.560000
Weather_SunLambda1 = 0.685000
Weather_SkyExposure = -0.350000
Weather_Turbidity = 1.800000
Weather_SkyGamma = 3.000000
Weather_SunIntensity = 150.000000
Weather_MieG = -1.500000
Weather_MMult = 0.0000013
Weather_RMult = 0.018000
Weather_SunColor = 1.000000
Cloud_Fair_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer
Cloud_Fair_CloudDensity = 160.000000
Cloud_Fair_CloudSliceHeight = 3048.000000
Cloud_Poor_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer
Cloud_Poor_CloudDensity = 160.000000
Cloud_Poor_NimbusCover = 170.000000
Cloud_Poor_CloudSliceHeight = 3048.000000
Cloud_Inclement_RainStrength = 1.000000
Cloud_Inclement_FogDensity = 1.000000
Cloud_Inclement_FogEndMult = 0.400000
Cloud_Inclement_CloudCover = 0.000000#Changed Default to zero per Stickman to kill the planar cloud layer
Cloud_Inclement_CloudDensity = 254.000000
Cloud_Inclement_CloudSliceHeight = 3048.000000
Cloud_Inclement_NimbusCover = 200.000000
EPI_Y_RADIUS = 10.000000
PAN_SPEED_FACTOR = 3.000000
DIFFUSE_FACTOR = 1.000000
SPEC_FACTOR = 1.000000
HIRES_LANDSCAPE_OFFSET = 0.400000
ART_HORIZON_SIZE = 40.000000
EPI_RADIUS = 50.000000
UI_REFRESH = 60.000000
TEMP_AGTL_DIST = 3000.000000
TEMP_AG_DIST = 3000.000000
RIM_TREE_DIST_TO_NEXT_TREE = 1000.000000#changed default to 4300 per Stickman for better looks
RIM_TREE_DIST_TO_FOREST = 200.000000
RETICLE_SIZE_BIAS = 1.000000
Jump_Test_Tool_Percent_X = 0.000000
Jump_Test_Tool_Percent_Y = 0.000000
Jump_Test_Tool_Percent_Z = 0.000000
Novice_AI_Airspeed_Fraction = 0.750000         #Set to a fraction you want to reduce AI's speed (EX. 0.50)
Flak_Size_In_Meters = 11.000000         #The flak size is used to force major damage to an A/C when the flak overlaps the A/C. Used to Simulate a A/C flak hit.
Reload_LT_BRIT_3_7IN_Gun = 2400.000000         #The Reload Time in CSeconds (Csec/100 = sec)for the British 3.7 inch gun.
Reload_LT_BRIT_4_5IN_Gun = 2400.000000         #The Reload Time in CSeconds (Csec/100 = sec)for the British 4.5 inch gun.
External_View_Starting_Distance = 3.100000         #Sets the starting distance from the A/C in external view NOTE: set to 1.3 to get the old distance
External_View_Zoom_Distance = 50.000000         #Sets the max zoom distance from the camera (player A/C) in external view NOTE: default = 50 to zoom out farther set to 60,70,80,etc. for movie makers like MP
Player_Spin_AOA_Control = 18.250000                     #Used/reserved by Buddye for spin control processing, Note - Value does not matter
Player_Spin_Rotational_Velocity_Control = 8.000000     #Used/reserved by Buddye for spin control processing, Note - Value does not matter
Player_Spitfire_Spin_AOA_Control = 18.250000                     #Player Spitfire,set to 0.0 Means no spins for Player
Player_Spitfire_Spin_Rotational_Velocity_Control = 8.000000     #Player Spitfire
Player_Hurricane_Spin_AOA_Control = 17.500000                     #Player Hurricane,set to 0.0 Means no spins for Player
Player_Hurricane_Spin_Rotational_Velocity_Control = 10.000000     #Player Hurricane)
Player_BF109_Spin_AOA_Control = 20.500000                     #Player BF109,set to 0.0 Means no spins for Player
Player_BF109_Spin_Rotational_Velocity_Control = 10.250000     #Player BF109
Player_BF110_Spin_AOA_Control = 20.500000                     #Player BF110,set to 0.0 Means no spins for Player
Player_BF110_Spin_Rotational_Velocity_Control = 10.250000     #Player BF110
Player_JU87_Spin_AOA_Control = 19.250000                     #Player JU87,set to 0.0 Means no spins for Player
Player_JU87_Spin_Rotational_Velocity_Control = 9.750000     #Player JU87
Player_Tiger_Moth_Spin_AOA_Control = 0.000000                     #Player Tigermoth,set to 0.0 Means no spins for Player
Player_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000     #Player Tigermoth
AI_Spin_AOA_Control = 0.000000                     #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter
AI_Spin_Rotational_Velocity_Control = 0.000000     #Used/Reserved by Buddye for AI spin control processing, Note - Value does not matter
AI_Spitfire_Spin_AOA_Control = 18.250000                     #AI Spitfire,set to 0.0 Means no spins for AI A/C
AI_Spitfire_Spin_Rotational_Velocity_Control = 8.000000     #AI Spitfire
AI_Hurricane_Spin_AOA_Control = 17.500000                     #AI Hurricane,set to 0.0 Means no spins for AI A/C
AI_Hurricane_Spin_Rotational_Velocity_Control = 10.000000     #AI Hurricane
AI_BF109_Spin_AOA_Control = 20.500000                     #AI BF109,set to 0.0 Means no spins for AI A/C
AI_BF109_Spin_Rotational_Velocity_Control = 10.250000     #AI BF109
AI_BF110_Spin_AOA_Control = 20.500000                     #AI BF110,set to 0.0 Means no spins for AI A/C
AI_BF110_Spin_Rotational_Velocity_Control = 10.250000     #AI BF110
AI_JU87_Spin_AOA_Control = 19.250000                     #AI JU87,set to 0.0 Means no spins for AI A/C
AI_JU87_Spin_Rotational_Velocity_Control = 9.750000     #AI JU87
AI_Tiger_Moth_Spin_AOA_Control = 18.250000                     #AI Tigermoth,set to 0.0 Means no spins for AI A/C
AI_Tiger_Moth_Spin_Rotational_Velocity_Control = 8.000000     #AI Tigermoth
Spin_AISkill_Equal_Veteran = 150.000000             #In Cseconds (100xSec),the Delay before AI Spin Recovery for Veteran)
Spin_AISkill_GreaterOrEqual_Ace = 100.000000        #In Cseconds (100xSec),the Delay before AI Spin Recovery for Ace and Hero)
Spin_AISkill_LessOrEqual_Regular = 200.000000       #In Cseconds (100xSec),the Delay before AI Spin Recovery for Novice,Poor, and Regular)
Wind_Effects_Fraction = 0.250000                #Set to a fraction you want to reduce the winds (EX. 0.50)
Collision_Avoidance_Rear_End = 10.000000                #Set to seconds
Collision_Avoidance_Head_On = 15.000000                #Set to seconds
GEAR_IMPACT_THRESHOLD_1 = 0.166600
GEAR_IMPACT_THRESHOLD_2 = 0.330000
GEAR_ROLLING_SOUND = 1.000000
SPITFIRE_Aileron_Boost_Delta = 1.150000                  #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Rudder_Boost_Delta = 0.550000                  #FM Adjustment for FM Engineer, default = 1
SPITFIRE_Elevator_Boost_Delta = 1.100000                  #FM Adjustment for FM Engineer, default = 1
HURRICANE_Aileron_Boost_Delta = 1.000000                  #FM Adjustment for FM Engineer, default = 1
HURRICANE_Rudder_Boost_Delta = 0.500000                  #FM Adjustment for FM Engineer, default = 1
HURRICANE_Elevator_Boost_Delta = 1.050000                  #FM Adjustment for FM Engineer, default = 1
BF109_Aileron_Boost_Delta = 0.900000                  #FM Adjustment for FM Engineer, default = 1
BF109_Rudder_Boost_Delta = 0.550000                  #FM Adjustment for FM Engineer, default = 1
BF109_Elevator_Boost_Delta = 1.100000                  #FM Adjustment for FM Engineer, default = 1
BF110_Aileron_Boost_Delta = 0.950000                  #FM Adjustment for FM Engineer, default = 1
BF110_Rudder_Boost_Delta = 0.550000                  #FM Adjustment for FM Engineer, default = 1
BF110_Elevator_Boost_Delta = 1.100000                  #FM Adjustment for FM Engineer, default = 1
JU87B_Aileron_Boost_Delta = 0.850000                  #FM Adjustment for FM Engineer, default = 1
JU87B_Rudder_Boost_Delta = 0.500000                  #FM Adjustment for FM Engineer, default = 1
JU87B_Elevator_Boost_Delta = 1.000000                  #FM Adjustment for FM Engineer, default = 1
Tiger_Moth_Aileron_Boost_Delta = 0.200000                  #FM Adjustment for FM Engineer, default = 0.2
Tiger_Moth_Rudder_Boost_Delta = 0.220000                  #FM Adjustment for FM Engineer, default = 0.22
Tiger_Moth_Elevator_Boost_Delta = 0.250000                  #FM Adjustment for FM Engineer, default = 0.25
AUTO_SHAPE_CHANGE = 000000
DEBUG_STUTTER = 1
LANDSCAPE_TEXTURE_SIZE = 2048
OPTIMISE_OBJECTS_DURING_RUNTIME=OFF
DELETE_MODELS_FOLDER_CONTENTS=OFF
FIX_OBJECTADDS=ON
EVERYTHING_OBSCURES_TERRAIN=OFF
ALLOW_ULTRA_HIGH_FOVS=OFF
ENABLE_FOREST_RIM_TREES=OFF
ENABLE_MOUSE_PLACEMENT_MODE=ON
ADD_SHEEP_COWS_AND_HAYSTACKS=OFF
DRAW_MENU_ON_3D_SCREEN=ON
DISABLE_ALL_2D_ELEMENTS=OFF # not completely implemented yet?
ENGINE_ALWAYS_RUNNING=OFF
HEAD_BOBBING=ON
SHOW_INFOLINE_BACKGROUND=OFF
SKINNERS_MODE=OFF
CHECK_TEXTURES_ARE_AS_EXPECTED=OFF
AUTO_TEXTURE_CHANGE=ON
USE_HIRES_LANDSCAPE_TILES=ON
BOB_DISABLE_ENGINE_CUTOUT=OFF
BOB_DISABLE_STALL_HORN=OFF
BOB_BOMBERFIX=ON
NO_HEAD_BOBBING_WHILE_PADLOCK=OFF
BOB_FIGHTERFIX=ON
BOB_PADLOCKFIX=OFF
CONTINUE_QUIT_BOX_CAMPAIGN=OFF
CONTINUE_QUIT_BOX_QUICK=OFF
FIX_KEYBOARD_RUDDER=OFF
DEBUG_ROLL=OFF
PRELOAD_STANDARD_FILES=ON
AUTOMATIC_PRELOAD=ON
VIEW_TIME_FUDGE=OFF
DEBUG_RUDDER=OFF
SKIP_QUICKVIDEOS=ON
SKIP_VIDEOS=ON
SHORTENED_LABELS=OFF                 # short Label example – ME109
HIDE_AMMO_COUNTER=ON
ALWAYS_BEHIND_GUNSIGHT=ON
BOB_SMOOTHER_DEADZONE=ON
Bullet_DragGravity=ON        #Stickman recomends this setting be ON
Bullet_Dispersion=ON     #This is the primary switch for Bullet Dispersion ON= apply Dispersion or OFF= No dispersion
No_Spinning_Death=ON       #This is the switch for the death effect OFF = spinning death (Rowan) or ON = red your dead death effect
Friendly_Fire=ON    #ON = permit friendly fire (historic), or OFF = no friendly fire permitted
Remove_SPC_Warning_Message=ON    #ON = Remove warning [Couldn't fix up recursive waypoints], or OFF = Leave Warning
Allow_Commander_Campaign_Sack=ON
Campaign_Break_Off_Code=ON
Do_You_Want_Random_Mixed_Squad_skills=ON	 #For Instant Action, SPC, and the Commander Campaign assignment of Random Mixed skills within a squad
Permit_Annoying_Radio_chatter=ON
Use_The_Spinout_Maneuver=ON          #Do_You_Want the AI A/C_to use the new SpinOut maneuver
Do_You_Want_AI_AC_To_Spin=OFF     #Global setting, set OFF if you want no spins by any AI-flown aircraft
Do_You_Want_To_Fight_The_Terminator_AI=OFF            #Note: Only valid for IA Missions
Padlock_Enemy_AI_Targeting_Player=OFF   #Note: Set to ON to padlock the enemy AI targeting/shooting the player using the AIUNFRIENDLYVIEW (ALT+F1) Key, if possible
Novice_AI=OFF    #Only valid in Instant Action missions
Novice_Target_Size=OFF          #Note: Larger target for easy kills (practice or testing)
Novice_Gunnery_Predictor=OFF    # NOTE Must padlock target to see predictor, switch to view F8 to practice
Testing_Do_Not_Shoot=OFF    # NOTE Used For Testing to Prevent the AI from shooting, OFF means permit the AI to shoot as always, ON means do not permit the AI to shoot
Player_Stronger_Bullets=OFF      #NOTE Only the player has the stronger bullets (not the AI)
Do_You_Want_Increase_Firing_Rate_Of_Hand_Held_Gunners=ON    # ON = Increased Firing rate to Historic for hand held guns OFF = Leave the firing rate as implemented currently
Do_You_Want_The_JU87_To_DogFight=OFF    # ON = After being fired on (and a evasive maneuver) the JU87 will dogfight  OFF = No JU87 dogfighting after being fired on (and an evasive maneuver)
Rain_Switch=ON
Collision_Detection_And_Avoidance=ON  #NOTE CDAA must be set to ON to do Collision Detection And Avoidance. Also check the other two CA BDG.txt parameters for correct values, if needed
BF109_Bf110_Slats_Open_Close_Sounds=ON
Increase_Flak_and_AAA_Rate_Of_Fire=OFF       #  ON = increase the Ground Flak and AAA rate of Fire or OFF = Stay with the same rate of fire as always
Do_You_Want_Flak_Over_France=ON       #  ON = Player Gets Flak Over France or OFF = Player Gets No Flak Over France
Do_You_Want_Flak_And_AAA_Fire=ON       #  ON = Player 'Gets' Flak and AAA fire or OFF = Player Gets 'No' Flak and AAA fire. For saving processor resources
Do_You_Want_Flak_And_AAA_Fire_if_Friendly_within_1000_Meters=ON       #  ON = Flak and AAA when friendly is within 1000 meters or OFF = No Flak and AAA fire when friendly is within 1000 meters
Scott_PS_Log=OFF
Do_All_SAG_Checks_For_Buddye=OFF    #ON = Do all SAG Checks to try and Trap BOBII SAG problems (for Testers) or OFF = do not do SAG checks. You will get a printout called ,Text60.txt, in the BOBII folder. Post for Buddye 
Your_2dGauges_Work_In_Autopilot=OFF      #Set to ON to have your 2dGauges work in AutoPilot, NOTE: Only Works in Auto combat for AI testing
AutoPilot_Kludge=OFF      #For our FM engineer only. Ken set to ON to fly autopilot at constant speed,heading,and Alt. , NOTE: Ken, you must set Bdg.txt parameter, Your_2dGauges_Work_In_Autopilot = ON, as well
DEATH_BREAKS_PADLOCK=OFF
Show_MoveCodes=OFF                # For testing AI maneuvers and getting debug and performance data
Single_Chararacter_Labels=OFF    # the default is a single character [w] for wingmen (friendly) and an [e] for enemy (target)
RAF_Breaksoff_Before_France=OFF   #RAF Fighters Break off and Go Home before reaching France
AI_Always_Sees_Enemy=OFF
Wingmen_Always_Sees_Enemy=OFF
PLAYER_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the Player A/C's Speed, Altitude, and Dynamic Pressure
AI_REDUCE_SURFACE_DEFLECTION=ON # the Rudder, Ailerons, and Elevators surface deflections are realisticly reduced based on the AI A/C's Speed, Altitude, and Dynamic Pressure
START_FROM_PEN=OFF
HIDE_POWER_INFO=ON
USE_NATIONAL_UNITS=ON
FADING_LABELS=ON
LOCK_GUNNER_VIEW_TO_GUN=ON
OBJECT_PLACEMENT_MODE=OFF
NO_PILOT_IN_ROVING_CAM=OFF
3D_MODELLER_MODE=OFF
VIDEO_MAKING_MODE=OFF
TEXT_REMINDERS=ON
TRACKIR6DOF=OFF
CUSTOM_HEAD_POSITION=OFF
USE_DESKTOP_RESOLUTION=ON
INVERT_EXTERNAL_PAN=OFF
NO_FOV_RESET=OFF
ENABLE_AUTO_TEXTURE_RES=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it.
ENABLE_TOWN_AND_FOREST_RAISES=OFF # Change to 'ON' will affect one session only, IOW BoB will write 'OFF' back over it.
USE_PCX_OR_DDS=ON # Change to 'OFF' will affect one session only, IOW BoB will write 'ON' back over it.
SELECT_QS_SQUADRONS=ON
GAME_PAUSE=ON            #Note: This enables\disables pause on mission start

# AutoGen stuff (experimental):
ENABLE_AUTO_GEN=OFF

# AutoGen TreeLine stuff (experimental):

two27
Master Sergeant
Posts: 1061
Joined: 17 Apr 2011, 20:02

Re: Need Help debugging a crash

Post by two27 »

Hi A.Fokker,

This is way outside my knowledge to help with. This is definitely a 3D issue? Were you entering 3D or leaving it?

Have you gone through Buddye's list (in the initial post)?
http://a2asimulations.com/forum/viewtop ... 17&t=33747

I recently did a clean install and forgot about the desktop text size setting. That threw off the game.

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

Re: Need Help debugging a crash

Post by PV »

That second crash is completely different.
The fact that you've gotten two completely different crashes
in "unknown" suggests that something well outside of BoB2
is implicated. Some new process you've got running in the
background, some intrusive anti-virus, something of that
sort.

Maybe a misbehaving controller, hardware or software that
just happens to stick its oar in sideways while BoB2 is running.

A.Fokker
Airman First Class
Posts: 50
Joined: 10 Aug 2005, 07:58
Location: Amsterdam, Europe

Re: Need Help debugging a crash

Post by A.Fokker »

Hmm, apart from the MS-stuff I have no anti-virus software running on my game machine. I'll try turning that of too. I did change the settings considerably though. I had Stardocks' Windowblinds software running, which I turned off (at first it was set just to exclude BoBII completely). I also normally have two monitors. I disconnected one to see if that makes I difference. I tried setting the resolution both at 1280x960x32 and 1024x768x32. At first I had it running from my C: drive (SSD), now I am running it from my D: drive in case it is a permission issue. It is running as admin to prevent anything like that. It still always crashes. Also, I have no controllers connected while debugging the game, I'll do that when I get it up and running, the next stage. For now, I amstuck and about to give up. :cry:

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

Re: Need Help debugging a crash

Post by PV »

I take it you don't have a widescreen monitor, then.
And of course, if I didn't mention it before, you aren't
trying to run in any sort of "compatibility" mode. Just
straight up W7 native install, run as administrator.

A.Fokker
Airman First Class
Posts: 50
Joined: 10 Aug 2005, 07:58
Location: Amsterdam, Europe

Re: Need Help debugging a crash

Post by A.Fokker »

I think I found it. Not only setting Particle Density to Maximum causes the game to crash, also setting it to High. Setting it to Medium seems ok sofar. Thanks for listening patiently.

This game still has the best AI. Now I'll be off to enjoy these big battles once more!

BTW, what happened to the coders, Buddey and Osram?

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

Re: Need Help debugging a crash

Post by PV »

First sentence, first post:
"Possible issues: if you have "particle density" set higher than "medium",
you will get a crash."

:roll: Don't worry about it, just happy you got it going. :wink:

A.Fokker
Airman First Class
Posts: 50
Joined: 10 Aug 2005, 07:58
Location: Amsterdam, Europe

Re: Need Help debugging a crash

Post by A.Fokker »

:oops: I read High to be the correct setting. Very sorry to have bothered you with this.

two27
Master Sergeant
Posts: 1061
Joined: 17 Apr 2011, 20:02

Re: Need Help debugging a crash

Post by two27 »

For the most recent 2.13 version, I've removed the choice of particle densities above med. That should stop those crashes.

http://www.mediafire.com/download/qwz6k ... 11a_212.7z

A.Fokker
Airman First Class
Posts: 50
Joined: 10 Aug 2005, 07:58
Location: Amsterdam, Europe

Re: Need Help debugging a crash

Post by A.Fokker »

Thank you!

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