Author |
Message |
Eagle
The Purpose
|
Wednesday, February 12, 2014
In the characters menu, when I select tenshinan or Vegeta Buu, the game crash with the error: "VM_Free(ui) on running vm."
I found the ui is one of the game system files but I don't know where it fail.
Détailled error:
zeq2lite Public Beta 2 win_mingw-x86 Mar 18 2011
----- FS_Startup -----
Unable to create directory "C:\Users\...\AppData\RoamingC:\Program Files\ZEQ2 Revolution Gold Edition"
Current search path:
C:\Program Files\ZEQ2 Revolution Gold Edition\ZEQ2\ZEQ2 - MAP WIP - CellGames.pk3 (39 files)
C:\Program Files\ZEQ2 Revolution Gold Edition\ZEQ2\kami.pk3 (277 files)
C:\Program Files\ZEQ2 Revolution Gold Edition/ZEQ2
----------------------
316 files in pk3 files
execing default.cfg
execing zeq2config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk okay
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "windib"
Initializing OpenGL display
Estimated display aspect: 1.779
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
Available modes: '1280x720 1366x768 1024x600 800x480 1280x768 720x480 1280x600 640x480 800x600 1024x768'
GL_RENDERER: ATI Mobility Radeon HD 4200 Series
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...ignoring GL_ARB_vertex_shader
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Mobility Radeon HD 4200 Series
GL_VERSION: 3.3.11672 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swi¸ä"GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 8
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
glsl programs: disabled
Motionblur image set; width: 1024 height: 512
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... okay
SDL audio driver is "dsound".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
04FA0860 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 744 jump table targets
VM file ui compiled to 557995 bytes of code
ui loaded in 819424 bytes on the hunk
16 arenas parsed
^3WARNING: R_FindImageFile could not find 'players/GohanFuture/GohanFutureHead.png' in shader 'Head'
^3Shader Head has a stage with no image
^3Shader vegetaNormalArms has a stage with no image
^3Shader vegetaNormalLegs has a stage with no image
^3WARNING: R_FindImageFile could not find 'players/trunksCell/trunkslegsSSJ.png' in shader 'Gold'
^3Shader Gold has a stage with no image
^3WARNING: R_FindImageFile could not find 'players/GohanFuture/GohanFutureHeadSS.png' in shader 'HeadSS'
^3Shader HeadSS has a stage with no image
----- Client Shutdown (Received signal 11) -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
----- Client Shutdown (Client fatal crashed: VM_Free(ui) on running vm) -----
WARNING: Recursive shutdown
----- Client Shutdown (VM_Free(ui) on running vm) -----
WARNING: Recursive shutdown
please help this is annoyin g *Saiyan Rage*
Postscript: I have revo gold edition
|
Eagle
The Purpose
|
Thursday, February 13, 2014
thanks for your help, it works ...
45 views and nobody can help me
|
FireMan
|
Sunday, February 16, 2014
Simple solution. Do not use gamepacks...
|
Eagle
The Purpose
|
Sunday, February 16, 2014
:\
|
deadwalkin
|
Thursday, February 20, 2014
maybe it's not the game but you're system? is every thing up to date and what's you're system specifications? like CPU ram etc
|
Eagle
The Purpose
|
Thursday, February 20, 2014
Everything is good and my config:
Computer type: Laptop
Processor: AMV V120 (2,2Ghz, single core)
Graphic Card: ATI Radeon 4200 Series:
Random access memories: 3go
But I don't think it's from there, because it happens just when I select Vegeta Buu or tenshinhan (I use revo gold edition)
|
Eagle
The Purpose
|
Friday, February 21, 2014
Okay I have found the problem... It's because these characters didn't have head.md3 -_-'
|