Grim's GFX Crashes
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Firechkn34
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Grim's GFX Crashes
Grims' Crashes when i try to start the game. Version 2.2.1. i click on the button the Start skirmish, map loads for 1-2 sec then programs simply ends. no error message.
Graphics card is a GeForce 7900 GS, 2 GB of 2.6Ghz ram, Pentium III processor, plenty of free Disk Space. What is wrong, i can't figure it out. i don't think the computer is too slow what is Wrong? Help
Graphics card is a GeForce 7900 GS, 2 GB of 2.6Ghz ram, Pentium III processor, plenty of free Disk Space. What is wrong, i can't figure it out. i don't think the computer is too slow what is Wrong? Help
Dies Irae: Day of Wrath
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Zarel
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Re: Grim's GFX Crashes
Delete Grim's GFX. It's incompatible with 2.2.1.
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Firechkn34
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cybersphinx
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Re: Grim's GFX Crashes
It's the other way around: Until someone fixes Grim's mod to be compatible with 2.2, it won't work.Firechkn34 wrote:Will a later Version be compatible with Grim's GFX?
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Firechkn34
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Re: Grim's GFX Crashes
ok is thier a plan to do so in place yet, or is some one working on updating it?
Dies Irae: Day of Wrath
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lav_coyote25
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Re: Grim's GFX Crashes
no. grim is working on a totaly different project. afaik there is no one able to do the job.

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Firechkn34
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cybersphinx
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Re: Grim's GFX Crashes
Find out why it doesn't work, and try to fix it. I don't think it is difficult, just that nobody cared enough to try yet.
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whippersnapper
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Re: Grim's GFX Crashes
True for the most part.cybersphinx wrote:Find out why it doesn't work, and try to fix it. I don't think it is difficult, just that nobody cared enough to try yet.
Let's just say finding out what was going wrong and then fixing it was NOT exactly a piece of cake..... more like a major PITA... but it was an interesting learning experience so it's all good.
Here's a pic of Grim's Mod made compatible with v.2.2.1. I wanna test it some more and then I'll put it up for download.. so far,
so good, as you can see here -

Regards, whip
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whippersnapper
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Re: Grim's GFX Crashes
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K... here's the scoop..
Grim's new structure and weapon GFX are in game & the mod trouble free..
Grim's terrain textures are not - though I have made all the file changes for them to show-up and they are in the mod without causing any problems.
I have not made changes to his new terrain tiles for 3 reasons:
1.) They where never finished.
2.) The changes made to the default terrain tiles in the last few months by Mysteryem (& some others you can find by name in the link provided below) are excellent and I like the default set better than these - even though the work is of high quality... subjective preference is all..
3.) To make Grim's terrain tiles show-up in-game you have to chop-up his one tile sheet into 77 individual tile .pngs (and accurately label each.png) as per the base.wz texture files or this, in the trunk: http://developer.wz2100.net/browser/tru ... esc1hw-128
This last is a lot of PITA work I am not prepared to do for reasons #1 and #2.
So... you can now run the mod in v.2.2.1 (even with the included one tertile sheet) without any problemss but you will have to do #3 if you want the new terrain as well as all the other new GFX in game. I already fixed all the files in the file structure to that end so it's ready for #3 to be done...... if you really want those unfinished tertiles over the fine completed default set... (again, "just" have to slice & label individual tile .pngs outta his one sheet)
At one time the game binary handled all terrain tiles of a set on a single sheet (of 77 in the case of the Arizona set which is what is involved here)... now it's per tile, per set - in this instance, 77 .pngs instaed of the 1 .png (follow the link provided above or simply look in the textures folder of your base.wz to see what I'm talking about).
I'll put up the compatible "Grim Mod" at File Dropper for dl by Sunday sometime and post the link here.
For future reference with other incompatible mods you can compare Grim's original files with the ones I did to make it work in the current binary that way if you are really hot to make an oldie but goody compatible-current you can do the work yourself - really, it's not "rocket science" as the expression goes... plus it will give you a deeper appreciation for the work done by developers, moders, mappers, utility-tool makers,and so forth. I think this last a very good consequence of gumption, truth be told.
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Regards, whip
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K... here's the scoop..
Grim's new structure and weapon GFX are in game & the mod trouble free..
Grim's terrain textures are not - though I have made all the file changes for them to show-up and they are in the mod without causing any problems.
I have not made changes to his new terrain tiles for 3 reasons:
1.) They where never finished.
2.) The changes made to the default terrain tiles in the last few months by Mysteryem (& some others you can find by name in the link provided below) are excellent and I like the default set better than these - even though the work is of high quality... subjective preference is all..
3.) To make Grim's terrain tiles show-up in-game you have to chop-up his one tile sheet into 77 individual tile .pngs (and accurately label each.png) as per the base.wz texture files or this, in the trunk: http://developer.wz2100.net/browser/tru ... esc1hw-128
This last is a lot of PITA work I am not prepared to do for reasons #1 and #2.
So... you can now run the mod in v.2.2.1 (even with the included one tertile sheet) without any problemss but you will have to do #3 if you want the new terrain as well as all the other new GFX in game. I already fixed all the files in the file structure to that end so it's ready for #3 to be done...... if you really want those unfinished tertiles over the fine completed default set... (again, "just" have to slice & label individual tile .pngs outta his one sheet)
At one time the game binary handled all terrain tiles of a set on a single sheet (of 77 in the case of the Arizona set which is what is involved here)... now it's per tile, per set - in this instance, 77 .pngs instaed of the 1 .png (follow the link provided above or simply look in the textures folder of your base.wz to see what I'm talking about).
I'll put up the compatible "Grim Mod" at File Dropper for dl by Sunday sometime and post the link here.
For future reference with other incompatible mods you can compare Grim's original files with the ones I did to make it work in the current binary that way if you are really hot to make an oldie but goody compatible-current you can do the work yourself - really, it's not "rocket science" as the expression goes... plus it will give you a deeper appreciation for the work done by developers, moders, mappers, utility-tool makers,and so forth. I think this last a very good consequence of gumption, truth be told.
Regards, whip
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cybersphinx
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Re: Grim's GFX Crashes
In trunk/tools/tile_texpage2mipmap_tileset is a Python script to automatically convert the old terrain textures into the new format.
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whippersnapper
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Re: Grim's GFX Crashes
Oh wow, that's neat and makes a world of difference from the prospect of doing it by "hand", Thank you for bringing it to our attention cybersphinx.cybersphinx wrote:In trunk/tools/tile_texpage2mipmap_tileset is a Python script to automatically convert the old terrain textures into the new format.
Well looks like anybody can do the conversion painlessly with this tool.
Anyone with Grim's mod desiring it's compatibility with v.2.2.1 wanna do this last part of the fix ?, Give it a shot over the next few days ? The instructions,at the tool link are clear and precise. Any takers ?
Regards, whip
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whippersnapper
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Re: Grim's GFX Crashes
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If no one takes up the mip-map conversion of Grim's tertiles in the next few days I'll get to it over the coming weekend and then post the total compatibility
version of the mod here and probably in a dedicated tread as well.
Regards, whip
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If no one takes up the mip-map conversion of Grim's tertiles in the next few days I'll get to it over the coming weekend and then post the total compatibility
version of the mod here and probably in a dedicated tread as well.
Regards, whip
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Buginator
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- Joined: 04 Nov 2007, 02:20
Re: Grim's GFX Crashes
Naw, it is just that nobody had the time, or was interested enough to do it, as cybersphinx said.lav_coyote25 wrote:no. grim is working on a totaly different project. afaik there is no one able to do the job.![]()
It really isn't that hard to fix this mod.
All the utilities are available as cybersphinx pointed out.
Now, I just have to inform PETA again about this...
and it ends here.
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whippersnapper
- Regular

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- Joined: 21 Feb 2007, 15:46
Re: Grim's GFX Crashes
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Well folks I'm stumped. O_O
Like I said earlier I have all the Grim model GFX compatible. Just had to deal with the Custom Tertile single page of "tertilesc1hw.png". I did figure out the instructions to Kage's Mip-Map Conversion tools using Python & ImageMagick and out-putted the 4 sets of Mip-Maps to which I had to add the "0" to the first 10 files of each set... then put those into the already compatible and functioning work done in the new grim.wz - but no go... just CTD upon an Arizona map load and no mess or logs to give a clue as to what happened.
For now I have to set it aside 'cause my brain can't think of anymore trouble-shooting approaches. Maybe I might be able to figure it out later in the week with a clearer head and fresher disposition.. .
Grim's custom tile set contains an additional 10 brand new tertiles over the stock set but I don't see how that could be the root of the issue.
I am of course open to suggestions.
Regards, whip
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Well folks I'm stumped. O_O
Like I said earlier I have all the Grim model GFX compatible. Just had to deal with the Custom Tertile single page of "tertilesc1hw.png". I did figure out the instructions to Kage's Mip-Map Conversion tools using Python & ImageMagick and out-putted the 4 sets of Mip-Maps to which I had to add the "0" to the first 10 files of each set... then put those into the already compatible and functioning work done in the new grim.wz - but no go... just CTD upon an Arizona map load and no mess or logs to give a clue as to what happened.
For now I have to set it aside 'cause my brain can't think of anymore trouble-shooting approaches. Maybe I might be able to figure it out later in the week with a clearer head and fresher disposition.. .
Grim's custom tile set contains an additional 10 brand new tertiles over the stock set but I don't see how that could be the root of the issue.
I am of course open to suggestions.
Regards, whip
.