Crashing On Startup.

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pplzperson
level0
Posts: 3
Joined: Sun Dec 28, 2008 8:27 am

Crashing On Startup.

Postby pplzperson » Sun Dec 28, 2008 8:30 am

I have read the threads on other people with this problem, and only solution I have found is to adjust the preferences.txt and that didn't work.

My debug.txt is also much shorter than other peoples.

8400GS, Vista 32-bit.
Bought off Steam

Multiwinia steam.1.2.3 built Nov 26 2008
WinSock started
Loading archive: init.dat
File init.dat, 16 files (0.020209 seconds)
Loading archive: amBX.dat
File amBX.dat, 30 files (0.063285 seconds)
OpenGL vendor 'NVIDIA Corporation', renderer 'GeForce 8400 GS/PCI/SSE2', version '2.1.2', extensions 'GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra 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_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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_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_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control '
Loading archive: language.dat
File language.dat, 8 files (0.281215 seconds)
Setting language to English (Test = 0)
Read 2421 strings: 0.017626 seconds
Failed to find text resource: data/strings_English.txt
Failed to find text resource: data/strings_default.txt
Available Memory: 1586 MB Physical, 1871 MB Virtual. Sample Cache = 0 MB (0% in use)
Loading fonts
1 unicode bmps found: speccy

Any help is appreciated.
pplzperson
level0
Posts: 3
Joined: Sun Dec 28, 2008 8:27 am

Postby pplzperson » Mon Dec 29, 2008 2:39 am

It fixed itself, I closed Left 4 Dead and my computer blue screened (run games in window mode, Steam likes to error when you X them out).

Great game, I really enjoy it :wink:.
RabidZombie
level5
level5
Posts: 2414
Joined: Fri Nov 18, 2005 10:09 pm

Postby RabidZombie » Mon Dec 29, 2008 2:01 pm

Odd. Glad it works, I suppose.
pplzperson
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Posts: 3
Joined: Sun Dec 28, 2008 8:27 am

Postby pplzperson » Tue Dec 30, 2008 8:18 am

I think it may have been because my computer had to restart, not sure.
Either way it works.
User avatar
kipper_308
level1
level1
Posts: 47
Joined: Thu Jan 26, 2006 9:00 pm
Location: Southampton, England

Postby kipper_308 » Thu Jan 15, 2009 2:04 am

I've had the same problem on numerous occasion now, stretching back to the beta before release. I've included debug.txt from the most recent occurence but it pretty much matches what is posted above.

Symptom:
- Game crashes immediatly after launching, before any menu's etc. appear, but after switching to a black screen.
- After killing the multiwinia.exe process, rundll32.exe hogs all available CPU. Killing it manually it usually reappears a couple of times before finally giving up.

Notes:
- I don't think this is an excllusively Multiwinia related problem. I've noticed similar things in the Quake Live beta. It too crashed while trying to init the 3D device and then after killing it rundll32.exe was hogging CPU. I've seen lots of posts about the rundll32.exe problem in similar circuimstances, though very varied.
- The Left for Dead comment is well worth noting. This generally (though not always) happens AFTER I've played a Source Engine game, though tonight I'd only played Audiosurf after booting my computer.
- I've never had this problem on a fresh boot up without playing any other 3D games.

My suspicion is that there is a driver issue, or an issue with my GC family or something like that, which causes some resources not to be released properly after quitting a 3D app, which is then causing other games to fail when trying to open the 3D device. I presume Multiwinia uses OpenGl for rendering, as does QUake Live I think, could that be a possible link? The other link I could see from what I've experianced is Steam - the crashes always occur after playing other games via Steam, such as Audiosurf - the Steam Game Overlay perhaps? Thinking about it, this may also be the cause of me being unable to play the old Ricochet HL mod on Steam - it too crashes on startup.

Crash:

Code: Select all

Multiwinia steam.1.2.3 built Nov 26 2008
WinSock started
Loading archive: init.dat
File init.dat, 16 files (0.017690 seconds)
Loading archive: amBX.dat
File amBX.dat, 30 files (0.053470 seconds)
amBX failed to initialise: amBX not installed.
OpenGL vendor 'NVIDIA Corporation', renderer 'GeForce 8800 GT/PCI/SSE2', version '2.1.2', extensions 'GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra 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_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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_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_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control '
Loading archive: language.dat
File language.dat, 8 files (0.242809 seconds)
Setting language to English (Test = 0)
Read 2421 strings: 0.015987 seconds
Failed to find text resource: data/strings_English.txt
Failed to find text resource: data/strings_default.txt
Available Memory: 1271 MB Physical, 1914 MB Virtual. Sample Cache = 0 MB (0% in use)
Loading fonts
1 unicode bmps found: speccy


System:

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------------------
System Information
------------------
Time of this report: 1/15/2009, 00:41:44
       Machine name: MARS
   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
           Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
       System Model: P5K
               BIOS: BIOS Date: 10/30/07 20:44:12 Ver: 08.00.12
          Processor: Intel(R) Core(TM)2 Quad CPU    Q6600  @ 2.40GHz (4 CPUs)
             Memory: 2048MB RAM
          Page File: 774MB used, 3164MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.5512 32bit Unicode


Graphics card

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---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 8800 GT
     Manufacturer: NVIDIA
        Chip type: GeForce 8800 GT
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0611&SUBSYS_053C10DE&REV_A2
   Display Memory: 512.0 MB
     Current Mode: 1280 x 1024 (32 bit) (60Hz)
          Monitor: Plug and Play Monitor
  Monitor Max Res: 1600,1200
      Driver Name: nv4_disp.dll
   Driver Version: 6.14.0011.8048 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 11/12/2008 14:54:00, 6148864 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: nv4_mini.sys
    Mini VDD Date: 11/12/2008 14:54:00, 6188320 bytes
Device Identifier: {D7B71E3E-4551-11CF-1E6C-372503C2CB35}
        Vendor ID: 0x10DE
        Device ID: 0x0611
        SubSys ID: 0x053C10DE
      Revision ID: 0x00A2
      Revision ID: 0x00A2
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