castorp345
02-15-08, 11:01 AM
I'm looking for a little help here please in debugging a CTD issue I'm experiencing...
Issue: when taking "heavy damage" (ie exceeding crush depth, DC direct hit, hitting bottom at flank speed, etc) in any boat in any scenario, SH4 CTD's with (usually) an error in the sound.act module, though sometimes ntdll.dll is reported instead. Specifically, what I see happening is the damage sequence starts normally--lights flickering, steam pipes bursting, etc--but then some critical point is reached and the CTD occurs.
Mods installed (though not via JSGME... I like casting myself as Dr. Frankenstein, what can I say): RFB for ROW, ROW with "#10 addon" and Kriller's latest Pacific Env mod, RSRD for ROW P3 with latest patch (#3), ROW sounds for RSRDC patch, TRM's subsound update, NSM4 for RFB (such as it is, but with 3.3 HC torp mod), other misc minor graphical/interface mods... in other words, everything's up-to-date.
Video drivers and sound drivers are current and functional. HD is defragged. OS (x64) is up-to-date.
Now, I only noticed this because in my latest campaign (where otherwise everything was running smoothly with the sim engine et al) I took damage in a DC attack for the first time in a long time... so I'm not at all sure when, where, and with which mod addition the conflict crept into my build.
At first I thought the culprit was the TRM subsound mod, so I backed that out of my install and replaced the sub interior files with those from both stock and the latest TM... to no avail. 'still CTD-ing. Then I tried out the TRM subsound mod in a stock install, and everything worked just fine, so I'm happy to report that it's not an issue with Steve's fine work or, conversely (and apparently), with the sub interior files.
I have run Radiostation Manager and that all comes up clean, so the usual culprit of sound.act CTD's doesn't seem to be at work here (especially since it happens regardless of date/time/scenario/boat).
As well, I checked out sh.sdl in S3D and the file calls all match with their sound directory files (except 'Glass Break 3' which was aliased to 'Glass Break 2' in the ROW sounds for RSRDC patch sh.sdl... 'fixed that, but with no effect on the CTD condition).
I've tried lowering the in-game settings and turning off "realistic sound travel", as well as progressively lowering the hardware acceleration in dxdiag... still no joy.
The only thing that's "worked" so far has been to disable my sound hardware--everything runs smoothly then, albeit without any sound at all--obviously not a desirable solution. Perhaps I just need a beefier sound card to handle the load placed on the machine by the damage sequence? (or maybe my MB's northbridge is on the fritz? gad i hope not!) But then why would everything work fine under stock, even with the TRM subsound mod's "additional" damage sounds, but not under the modded setup? And why wouldn't other users with equivalent or less hardware be experiencing the same problem(s)?
Additionally, this doesn't happen in a stock install, so it's most likely not a hardware issue but rather a conflict created somewhere in my mod setup... although the fact that disabling the sound hardware "fixes" things may indicate some sort of a hardware conflict (?)
'not sure where to look next...
:damn:
I'll obviously rebuild my install if I have to, but would really like to know before I do what's the culprit and would (of course) rather be able to fix things with my current build...
>>Das Fehler muss 'raus!<<
So, do any of the shader effects make sound calls? Is it possible that, even though sound.act is being reported, the error lies elsewhere (especially since sometimes it'll appear as a ntdll.dll error)? Has anyone else with a similar mod installation setup tried-out the interior heavy damage effects?
Any helpful suggestions would be most welcome and appreciated!
thanks in advance,
hc
:ping:
Issue: when taking "heavy damage" (ie exceeding crush depth, DC direct hit, hitting bottom at flank speed, etc) in any boat in any scenario, SH4 CTD's with (usually) an error in the sound.act module, though sometimes ntdll.dll is reported instead. Specifically, what I see happening is the damage sequence starts normally--lights flickering, steam pipes bursting, etc--but then some critical point is reached and the CTD occurs.
Mods installed (though not via JSGME... I like casting myself as Dr. Frankenstein, what can I say): RFB for ROW, ROW with "#10 addon" and Kriller's latest Pacific Env mod, RSRD for ROW P3 with latest patch (#3), ROW sounds for RSRDC patch, TRM's subsound update, NSM4 for RFB (such as it is, but with 3.3 HC torp mod), other misc minor graphical/interface mods... in other words, everything's up-to-date.
Video drivers and sound drivers are current and functional. HD is defragged. OS (x64) is up-to-date.
Now, I only noticed this because in my latest campaign (where otherwise everything was running smoothly with the sim engine et al) I took damage in a DC attack for the first time in a long time... so I'm not at all sure when, where, and with which mod addition the conflict crept into my build.
At first I thought the culprit was the TRM subsound mod, so I backed that out of my install and replaced the sub interior files with those from both stock and the latest TM... to no avail. 'still CTD-ing. Then I tried out the TRM subsound mod in a stock install, and everything worked just fine, so I'm happy to report that it's not an issue with Steve's fine work or, conversely (and apparently), with the sub interior files.
I have run Radiostation Manager and that all comes up clean, so the usual culprit of sound.act CTD's doesn't seem to be at work here (especially since it happens regardless of date/time/scenario/boat).
As well, I checked out sh.sdl in S3D and the file calls all match with their sound directory files (except 'Glass Break 3' which was aliased to 'Glass Break 2' in the ROW sounds for RSRDC patch sh.sdl... 'fixed that, but with no effect on the CTD condition).
I've tried lowering the in-game settings and turning off "realistic sound travel", as well as progressively lowering the hardware acceleration in dxdiag... still no joy.
The only thing that's "worked" so far has been to disable my sound hardware--everything runs smoothly then, albeit without any sound at all--obviously not a desirable solution. Perhaps I just need a beefier sound card to handle the load placed on the machine by the damage sequence? (or maybe my MB's northbridge is on the fritz? gad i hope not!) But then why would everything work fine under stock, even with the TRM subsound mod's "additional" damage sounds, but not under the modded setup? And why wouldn't other users with equivalent or less hardware be experiencing the same problem(s)?
Additionally, this doesn't happen in a stock install, so it's most likely not a hardware issue but rather a conflict created somewhere in my mod setup... although the fact that disabling the sound hardware "fixes" things may indicate some sort of a hardware conflict (?)
'not sure where to look next...
:damn:
I'll obviously rebuild my install if I have to, but would really like to know before I do what's the culprit and would (of course) rather be able to fix things with my current build...
>>Das Fehler muss 'raus!<<
So, do any of the shader effects make sound calls? Is it possible that, even though sound.act is being reported, the error lies elsewhere (especially since sometimes it'll appear as a ntdll.dll error)? Has anyone else with a similar mod installation setup tried-out the interior heavy damage effects?
Any helpful suggestions would be most welcome and appreciated!
thanks in advance,
hc
:ping: