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Posted: Tue Nov 15, 2005 1:30 pm
by Jack
Hi,
thanks for the pointer, i downloaded and installed it.
however now i have a different problem. after i install the patch and try to start a new game it fails.
after seeing the narrative and watching the small clip ("what do they do with all the bodies?") the level starts loading, and then it's (BAM!) back to the main menu.
myth.log shows this:
2005-11-15 20:00:34

Myth: TFL Build 264 running under Modern Windows 5.010000 ----------------------------------------------
Using Max Resolution Size x:1280 y:1024

Mouse appears to have 3 buttons and 3 axes.
Using Max Resolution Size x:1280 y:1024

Using Max Resolution Size x:1280 y:1024

Using Max Resolution Size x:1280 y:1024

Error: File system Read in .\Myth1Code\tag_files.c, line #1005: error #998 while setting offset to 0x6d6b9d9e from '.256:crow'.
Error: File system Read in .\Myth1Code\shapes.c, line #1819: failed to bootstrap crowsbridge collection (only got #82738464 of #82738464 bytes).
Error: File system Read in .\Myth1Code\definitions.c, line #251: collection definition postprocess failed on 'crowsbridge'.
Error: File system Read in .\Myth1Code\definitions.c, line #251: collection reference definition postprocess failed on 'crow's bridge textures'.
Error: File system Read in .\Myth1Code\geometry_definitions.c, line #429: unable to get collection reference 'crbt' for geometry crows_bridge.
Error: File system Read in .\Myth1Code\definitions.c, line #251: geometry definition postprocess failed on 'crows_bridge'.
Error: File system Read in .\Myth1Code\model_definitions.c, line #249: unable to get geometry 'crow' for model crows_bridge.
Error: File system Read in .\Myth1Code\definitions.c, line #251: model definition postprocess failed on 'crows_bridge'.
Using Max Resolution Size x:1280 y:1024

Closing Myth.


tried reinstalling it (naturally)... also tried the 1.4 and the 1.5beta patch, it happens in both of them.
funny thing is, that the tutorial mission loads up and plays fine, so it's not a rendering problem...
i'm getting the bad feeling that something might be fouled up in the cd files, in which case i'm screwed..

if you have any ideas i'd love to hear. thanks again..

ciao

Posted: Tue Nov 15, 2005 3:23 pm
by Graydon
Does this only occur with Crows bridge, or on other solo levels too? Space (i think it's space in TFL... could be shift) + New Game opens all levels you've got. Try it out on level 2 and see if you crash there too. I've seen similar 'Collection definition postprocess failed on 'xxxx'.' errors before, but only in mapmaking... and they usually randomly fix themselves. I know you say it isnt a rendering issue, but have you tried loading crows up on a lower resolution / different rendering mode?

Posted: Tue Nov 15, 2005 4:00 pm
by CIK
Try copying all the tag files off the CD to the HD and see what happens? If you had a bad CD the copy should fail. It's best to do a full install these days, esp since you don't need the CD then to play the game.

Posted: Tue Nov 15, 2005 4:06 pm
by Jack
hi, thanks for the swift reply! :)

anyway, it's definetly damaged files on my cd.

i installed myth 2 and downloaded your "fallen levels v2" remaster, the patch version. after patching the original GOR file(my cd file), when trying to load up crow's bridge it crashes(again, btw, the tutorial loads fine). so i downloaded the full file, pasted it in and there it is: crow's bridge in all it's glory.

i went through the first few levels and i have to say you did a terrific job on the remaster. it's sleek, it's accurate and you get all the nice little additions in the myth 2 interface.

it's been a long while since i played the myth games and i remember now why i've always referred to them as "one of the best". rich, atmospheric story that i've rarely seen equaled, a brilliant balance of forces, tactics and strategy and a wonderful gameplay. i think the best part, though, was hearing that narrator again... man what a voice! and how he uses it to weave a story.. ah! truely is one of those glorious masterpieces, where everything just seems to be going right.

I will enjoy this immensly, and it wouldn't have been possible without you guys. you've done a great job, and a holy one at that :)

With Thanks,

Jack

Posted: Sat Nov 26, 2005 5:28 pm
by Slinx
Ran this off a clean install of 1.3

2005-11-26 17:20:45
Myth: TFL Build 264 running under Modern Windows 5.000000 ----------------------------------------------
Error: File system General in .\Myth1Code\tag_files.c, line #3478: File mclient.dll in the externals folder offsets are bad!
Error: File system General in .\Myth1Code\tag_files.c, line #3495: Unable to open a file to check if it is a tag file (is tagedit or extractor open?) Err: 5
Error: File system General in .\Myth1Code\tag_files.c, line #3495: Unable to open a file to check if it is a tag file (is tagedit or extractor open?) Err: 32
Error: File system General in .\Myth1Code\tag_files.c, line #3478: File Myth_TFL.exe in the externals folder offsets are bad!
Error: File system General in .\Myth1Code\tag_files.c, line #3478: File Myth_TFL_old.exe in the externals folder offsets are bad!
Error: File system General in .\Myth1Code\tag_files.c, line #3483: File readme.txt in the externals folder has invalid flags!
Error: File system General in .\Myth1Code\tag_files.c, line #3483: File Readme_1.5.pdf in the externals folder has invalid flags!
Error: File system General in .\Myth1Code\tag_files.c, line #3478: File SMACKW32.dll in the externals folder offsets are bad!
Error: File system General in .\Myth1Code\tag_files.c, line #3483: File submesh cache in the externals folder has invalid flags!
Error: File system General in .\Myth1Code\tag_files.c, line #3495: Unable to open a file to check if it is a tag file (is tagedit or extractor open?) Err: 5
Error: File system General in .\Myth1Code\tag_files.c, line #3483: File tengame.ini in the externals folder has invalid flags!
Error: File system General in .\Myth1Code\tag_files.c, line #3478: File uber.dll in the externals folder offsets are bad!
Error: File system General in .\Myth1Code\tag_files.c, line #3483: File uninstal.log in the externals folder has invalid flags!
Using Max Resolution Size x:800 y:600

Mouse appears to have 3 buttons and 3 axes.
Using Max Resolution Size x:800 y:600

Using Max Resolution Size x:800 y:600

Using Max Resolution Size x:800 y:600


Like the problem above the scenes work fine but once game loads all goes black. Can still hear the voices. Tutorial doesn't work however.

Only way to get out of it is to alt-tab-delete, but after I do that it brings up an additional screen of TFL.exe not working.

Posted: Sat Nov 26, 2005 5:49 pm
by Slinx
Forget the above, was just OpenGL screwing with me. Had to change preferences to Software to get it running instead.

Graphics look good.


Another quick thing though that I don't remember:

After beating Crow's Bridge instead of going to another screen to display stats it would instead just make a smaller box right in the middle with Crow's Bridge as the background.

When I clicked Next Level it also played the Traitor's journal right from the middle still with Crow's Bridge as a background.


I was a small install all those years ago, so don't remember if this was how it went.


After babbling a few minutes, in order to make more of a mental picture: imagine watching a film on SB when film ends the stats of a multiplayer pop up a little above the mid of the screen. Now imagine if that box was a little bigger but 1/4 of the screen and directly middle.

Posted: Sat Nov 26, 2005 7:51 pm
by capital
Slinx wrote:When I clicked Next Level it also played the Traitor's journal right from the middle still with Crow's Bridge as a background.
There is nothing wrong, this is normal behavior.

The "inset" part is if you were to count the number of pixels is 640x480, the "crows bridge stuff" in the background is at the full resolution of your desktop's native display. The reason you see this is that TFL 1.5 now supports IN GAME resolutions higher than TFL 1.3, however, the actual interface, like the stuff you are seeing as an "inset" box are still rendered at 640x480, hence it doesn't take up the full screen and the left over screen space is just used up by what whatever was last there, in this case some crows bridge stuff.

Posted: Sat Nov 26, 2005 8:42 pm
by Slinx
Ok thanks.

The online chat screen is too small and is real hard on the eyes. Anyway to make this individual larger?

Posted: Sat Nov 26, 2005 10:51 pm
by capital
Slinx wrote:Ok thanks.

The online chat screen is too small and is real hard on the eyes. Anyway to make this individual larger?
Temporarily change your screen resolution to a lower setting, for instance from 1024x768 to 800x600, this will effectively magnify the chat.

This is the really the only way to enlarge the fonts, because Myth's font rendering is not coupled to the OSes font system.

Posted: Sat Nov 26, 2005 11:50 pm
by CIK
If we had more man power and such some of these issues could be fixed. But really the goal of this update was to provide some nice features using what limited resources we had.

BTW: Running the game in OpenGL looks so much better then software mode. It is worth it to mess around with drivers and such until you get OGL to work.

Posted: Sun Nov 27, 2005 12:30 am
by capital
CIK wrote:If we had more man power and such some of these issues could be fixed. But really the goal of this update was to provide some nice features using what limited resources we had.

BTW: Running the game in OpenGL looks so much better then software mode. It is worth it to mess around with drivers and such until you get OGL to work.
What about a glide wrapper?

Posted: Sun Nov 27, 2005 1:17 am
by CIK
The Glide wrapper just maps Glide calls to OpenGL. Which mostly adds overhead. But since it uses different OGL calls it might work for some folks for who straight OGL doesn't work. But since we don't really test the Glide/3dx stuff at all, it is probably the one least likely to work. Though last I heard it did work.

Posted: Mon Nov 28, 2005 12:57 pm
by The Elfoid
CIK wrote:If we had more man power and such some of these issues could be fixed. But really the goal of this update was to provide some nice features using what limited resources we had.

BTW: Running the game in OpenGL looks so much better then software mode. It is worth it to mess around with drivers and such until you get OGL to work.
So who else IS working on it other than you?

Posted: Mon Nov 28, 2005 1:56 pm
by Doobie
uh, nobody afaik, what in his most made you think someone else was working on it?

Posted: Mon Nov 28, 2005 2:53 pm
by The Elfoid
Doobie wrote:uh, nobody afaik, what in his most made you think someone else was working on it?
He did say if 'we' had more manpower, and I'm sure someone else (mighta been Iron) mentioned having 'worked on it earlier that day' during some SF. Don't quote me on that ;p