Failed skirmish with grim.wz
-
A4tech
- Trained

- Posts: 66
- Joined: 18 Mar 2008, 09:43
- Location: Europe
Failed skirmish with grim.wz
I started wz2100 skirmish game with GRIM GFX. When start the game, at loading screen, game sudenly crash. I atached stderr.txt report. I try to manipulate with texture size / resolution, nothing helps. I submmited ticket for this problem. Hope it will be resolved asap.
Sys specs.: Win XP SP3, Intel Celeron 2.4GHz, 512mb/ram, 64mb/vram (GeForce 4 MMX).
-- All PC with latest and newest drivers as possible.
Sys specs.: Win XP SP3, Intel Celeron 2.4GHz, 512mb/ram, 64mb/vram (GeForce 4 MMX).
-- All PC with latest and newest drivers as possible.
You do not have the required permissions to view the files attached to this post.
-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Failed skirmish with grim.wz
.
Regards, whip
.
Seems like your monitor display depth is set for 8bit color depth... Game only supports RGB (3 - red, green, and blue) or ARGB (4 - color with alpha, red, green, and blue values)... aka 16 bit, 32bit... color depths... Check your monitor or display properties and make sure it's set for at least 16bit.error |04:43:49: [iV_loadImage_PNG] Unsupported image depth (2) found. We only support 3 (RGB) or 4 (ARGB)
Regards, whip
.
-
i-NoD
- Code contributor

- Posts: 318
- Joined: 30 Nov 2008, 00:42
- Location: In the middle of nowhere
Re: Failed skirmish with grim.wz
This error is due to unsupported color-model like in tile-88.png and tile-89.png. Try to resave them in 24bpp format, should work.
Edit: see #578.
Edit: see #578.
-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Failed skirmish with grim.wz
.
This issue of course has not come-up running in 16 bit color depth with the updated mod being run by HUNDREDS of peeps. How so that ?
Could those have been altered some how from the source I originally posted ?
I just ran it again no probs. Why is it I can not duplicate this CTD ?
There's more to this than meets the eye..
I just used the Python script written by Kage that's in Dev Tools to make the mip-maps from Grim's original single page. Hmmm.. O_O
Anyway.... I'll take a gander at those .pngs you pointed out i-NoD. Thanks.
Still, hmmm, whip
.
This issue of course has not come-up running in 16 bit color depth with the updated mod being run by HUNDREDS of peeps. How so that ?
Could those have been altered some how from the source I originally posted ?
I just ran it again no probs. Why is it I can not duplicate this CTD ?
There's more to this than meets the eye..
I just used the Python script written by Kage that's in Dev Tools to make the mip-maps from Grim's original single page. Hmmm.. O_O
Anyway.... I'll take a gander at those .pngs you pointed out i-NoD. Thanks.
Still, hmmm, whip
.
Last edited by whippersnapper on 10 Sep 2009, 18:30, edited 1 time in total.
-
i-NoD
- Code contributor

- Posts: 318
- Joined: 30 Nov 2008, 00:42
- Location: In the middle of nowhere
Re: Failed skirmish with grim.wz
Haven't tried your updated version yet, but i've the trunk version (from before it was removed) and it's crashing with exactly the same error (windows is running in 32bpp mode). The error goes away if I resave the images in 24bpp.
-
A4tech
- Trained

- Posts: 66
- Joined: 18 Mar 2008, 09:43
- Location: Europe
Re: Failed skirmish with grim.wz
Please get detailed instructions with working DL links how to fix GRIM GFX error on v2.2.2.
@ whippersnapper: My monitor running on 32-bit color depth. 1024 x 768 @ 85Hz.
@ whippersnapper: My monitor running on 32-bit color depth. 1024 x 768 @ 85Hz.
-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Failed skirmish with grim.wz
Oh... heck... I just assumed this happened running my updated version..... yikes... maybe it happened running the original... but there were a bunch of other things that would have caused the original to CTD - not just the tertiles.... the models and texture pages were also incompatible. Hmmm.i-NoD wrote:Haven't tried your updated version yet, but i've the trunk version (from before it was removed) and it's crashing with exactly the same error (windows is running in 32bpp mode). The error goes away if I resave the images in 24bpp.
Here's the link to my updated fixed Grim Mod download thread: viewtopic.php?f=10&t=3419
Regards, whip
.
-
i-NoD
- Code contributor

- Posts: 318
- Joined: 30 Nov 2008, 00:42
- Location: In the middle of nowhere
Re: Failed skirmish with grim.wz
Man, the link for you updated mod have died long ago :-S
Here is update for original mod, just unpack the original and replace the files found in my archve. should work on 2.2.x
Here is update for original mod, just unpack the original and replace the files found in my archve. should work on 2.2.x
You do not have the required permissions to view the files attached to this post.
-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Failed skirmish with grim.wz
.
Regards, whip
.
A4tech wrote:Fix file droper's DL link, it's not working. Suggestion.: uploud to several sites, like mediafire.com , uploud.to , megauploud.com .Then we avoid of unworking links.
whippersnapper wrote:Thanks to Zarel, I have a better solution but it will have to wait till I get home from work - you know, from my real life job that pays my bills.![]()
Heh, whip![]()
.
Sorry, I had no idea the link was dead. BTW, Grim's Mod Update includes his models and texture pages made compatible in addition to the the completed tertile mip-maps.i-NoD wrote:Man, the link for you updated mod have died long ago :-S
Here is update for original mod, just unpack the original and replace the files found in my archve. should work on 2.2.x
Regards, whip
.
-
i-NoD
- Code contributor

- Posts: 318
- Joined: 30 Nov 2008, 00:42
- Location: In the middle of nowhere
Re: Failed skirmish with grim.wz
Cool. I'm all waiting for the new link. Current situation is:whippersnapper wrote:BTW, Grim's Mod Update includes his models and texture pages made compatible in addition to the the completed tertile mip-maps.

-
A4tech
- Trained

- Posts: 66
- Joined: 18 Mar 2008, 09:43
- Location: Europe
Re: Failed skirmish with grim.wz
For people who using GRIM GFX for better looking game:
-- In Windows OS go to "My Documents/Warzone 2100 2.2" folder
-- Open config file with wordpad
-- Find line "textureSize=" , set value to 4096
It will increase stres a little to your PC, but game will be nicer and smooth looking. If game lag with that amount of Tsize, degrade it to 2048. In 4x4 game was no lag, no crashe's.
I will try this CFG with GRIM GFX.
-- In Windows OS go to "My Documents/Warzone 2100 2.2" folder
-- Open config file with wordpad
-- Find line "textureSize=" , set value to 4096
It will increase stres a little to your PC, but game will be nicer and smooth looking. If game lag with that amount of Tsize, degrade it to 2048. In 4x4 game was no lag, no crashe's.
I will try this CFG with GRIM GFX.
-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Failed skirmish with grim.wz
.
And BTW, as per my earlier promise:
ALSO: It's now obvious to me that whatever version of Grim's tertiles you were using, A4tech, I had absolutely NOTHING to do with. My compatible version included EVERYTHING, not just the tertile mip-maps I made from Grim's original one page .png, and I made dang sure it ALL WORKED before I put it up for download July 27th of this year. And also subsequently double checked when v.2.2.2 was released, some time after, for continued compatibility. Just wanna keep the record straight.
.
And BTW, as per my earlier promise:
whippersnapper wrote:.
Thanks to Zarel, here is a new, stable, working d/l link:
The complete "Grim Mod" made compatible with current binary / data set
Regards, whip![]()
.
ALSO: It's now obvious to me that whatever version of Grim's tertiles you were using, A4tech, I had absolutely NOTHING to do with. My compatible version included EVERYTHING, not just the tertile mip-maps I made from Grim's original one page .png, and I made dang sure it ALL WORKED before I put it up for download July 27th of this year. And also subsequently double checked when v.2.2.2 was released, some time after, for continued compatibility. Just wanna keep the record straight.
.
-
A4tech
- Trained

- Posts: 66
- Joined: 18 Mar 2008, 09:43
- Location: Europe
Re: Failed skirmish with grim.wz
Man, you are so insane at Warzone 2100
. Thank you for best support ever! But... Look at this.:
Any suggestions to fix? I use your uplouded grim.wz .
Code: Select all
info |11:15:01: [SDL_main] (global) mod (grim.wz) is enabled
error |11:15:14: [iV_loadImage_PNG] pie_PNGLoadFile: PHYSFS_openRead(texpages/page-5-vehicles-arizona.png) failed with error: File not found
error |11:15:14: [dataImageLoad] IMGPAGE load failed
error |11:15:14: [resLoadFile] resLoadFile: The load function for resource type "TEXPAGE" failed for file "page-5-vehicles-arizona.png"
error |11:15:14: [resLoad] resLoad: failed to parse wrf/vidmem.wrf
error |11:15:14: [startGameLoop] Shutting down after failure-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Failed skirmish with grim.wz
.
These no longer go into the Global folder.... but rather like so:
.
These no longer go into the Global folder.... but rather like so:
Regards, whipGrim.wz gets put into > Warzone 2100\mods\multiplay
And do your short-cut something like this (depends on where you have the game installed):
"C:\WRP WZ 2100 v 221\Warzone 2100\warzone2100.exe" --mod_mp grim.wz
.
-
A4tech
- Trained

- Posts: 66
- Joined: 18 Mar 2008, 09:43
- Location: Europe
Re: Failed skirmish with grim.wz
Fixed. I remove mod from global folder in install dir and put it in "C:\Documents and Settings\xxx\My Documents\Warzone 2100 2.2\multiplay" .
Topic closed.
Topic closed.