ET crash/freeze! Help


(ricknet) #1

Hi all,

I’ve recently reinstalled ET after many years and it’s still an awesome game like the time I was playing tournament on Clanbase :smiley:

The problem is the game crash/freeze everytime I’m playing it(sometime after few minutes,sometime after 10 or so). No error message just game stuck and I can just push reset button of my desktop :frowning:

It’s really frustrating as my PC is much more than enough to run ET(and don’t happen with any other games, only with Battlefield Heroes…)

Windows 7 Ultimate 64bit
Intel’s Core 2 Extreme QX6800
Nvidia GTX 275 (latest drivers 266.58)
6GB RAM DDR2 800mhz

I tried to set only 1 core using the affinity tab in the task manager and also set single display performance mode for the mixed gpu acceleration in the nvidia settings, with no results.

Please help with any suggestion if you have experienced similar issue.:slight_smile:

THanks in advance!

r1k


(ricknet) #2

Nobody can help or redirect me to a more technical forum?
I post here from console in case someone have suggestion:

Hunk_Clear: reset the hunk ok
…detecting CPU, found Intel Pentium III
Bypassing CD checks
----- Client Initialization -----
----- Initializing Renderer ----

----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
…initializing QGL
…calling LoadLibrary( ‘C:\Windows\system32\opengl32.dll’ ): succeeded
…setting mode 9: 1600 1200 FS
…using desktop display depth of 32
…calling CDS: ok
…registered window class
…created window@0,0 (1600x1200)
Initializing OpenGL driver
…getting DC: succeeded
…GLW_ChoosePFD( 32, 24, 0 )
…125 PFDs found
…hardware acceleration found
…PIXELFORMAT 7 selected
…creating GL context: succeeded
…making context current: succeeded
WARNNING: GL extensions string too long (4832), truncated to 4096
Initializing OpenGL extensions
…using GL_EXT_texture_compression_s3tc
…using GL_EXT_texture_env_add
…using WGL_EXT_swap_control
…using GL_ARB_multitexture
…using GL_EXT_compiled_vertex_array
…WGL_3DFX_gamma_control not found
…ignoring GL_NV_fog_distance
…ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 275/PCI/SSE2
GL_VERSION: 3.3.0
GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_color_buffer_float
GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced
GL_ARB_ES2_compatibility 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_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_robustness
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_shading_language_100
GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync
GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
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_swizzle GL_ARB_timer_query
GL_ARB_transform_feedback2 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_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader
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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object
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_provoking_vertex GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_shader_objects
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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle
GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array
GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render
GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float
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_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_registGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 9, 1600 x 1200 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
anisotropy: 1.0
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound

----- Sound Info -----
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
0x182E17E0 dma buffer
No background file.

Sound memory manager started
— Common Initialization Complete —


($omator) #3

for me the game log looks ok. check maybe windows event viewer


(Nail) #4

methinks it has to do with OpenGL extensions, don’t have a nVidia card about so I can’t check control panel


(ricknet) #5

thanks for your suggestions
at the end, it looks my sound onboard is making crash as Punkbuster told me there are some issue with Realtek chips…
someone was able to fix it or I can olny buy a new sound card disabling the sound board in the bios?

thanks in advance


($omator) #6

R2.57 - 2011/1/28
Vista, Windows7 Driver (32/64bits) Driver only (Executable file)

ftp://WebUser:nQJ4P7b@208.70.202.219/pc/audio/Vista_Win7_R257.exe

follow on screen instructions carefully (yes uninstall, restart, install)