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Hanging at Firefight Briefing Screen in 1.17

 
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Hanging at Firefight Briefing Screen in 1.17 - 1/19/2013 11:46:29 PM   
fentum

 

Posts: 149
Joined: 6/22/2007
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Just downloaded 1.17 Beta and hanging at the FF briefing screen. Any thoughts?


EDIT: Got it to work by using PS2.0 Shader option. No idea what that means but there you go.

< Message edited by fentum -- 1/20/2013 1:09:10 AM >
Post #: 1
RE: Hanging at Firefight Briefing Screen in 1.17 - 1/20/2013 1:40:52 AM   
VR_IronFist


Posts: 173
Joined: 8/14/2011
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I just tried some games with a friend using v1.17 too. I don't get a hang but I do get major error messages. I can't screen capture them so I uploaded the debug file, which looks like it was written out when it happened.

I tried the PS2.0 Shader route too and for us, it still produced a crash.

Both my friend and I tried to host in v1.17 and it failed.

Attachment (1)

(in reply to fentum)
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RE: Hanging at Firefight Briefing Screen in 1.17 - 1/21/2013 3:56:47 PM   
ericbabe


Posts: 10645
Joined: 3/23/2005
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Glad to hear it works with PS2.0 for you.

Is there still a multiplayer error message today?

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RE: Hanging at Firefight Briefing Screen in 1.17 - 1/21/2013 5:53:31 PM   
fentum

 

Posts: 149
Joined: 6/22/2007
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quote:

ORIGINAL: ericbabe

Glad to hear it works with PS2.0 for you.



Can you please give me a very basic idea of what that is all about?

Regards,

Luddite

(in reply to ericbabe)
Post #: 4
RE: Hanging at Firefight Briefing Screen in 1.17 - 1/21/2013 10:21:19 PM   
ericbabe


Posts: 10645
Joined: 3/23/2005
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The game engine really wants your video card to support something called Pixel Shader model 3.0 (or PS3.0, for short.) This was introduced with DirectX 9.0c. Shader Model 2.0 (or PS2.0, for short) was the standard with DirectX 9.0. They are basically different types of computer hardware -- though I guess some of the capabilities can be emulated and so don't (necessarily) have to exist at the hardware level. The two models vary in a number of important ways and capabilities: PS2.0 has 32 constant registers, PS3.0 has 224; PS2.0 has about 100 instruction slots; PS3.0 has 512 or more; PS2.0 does not support certain types of looping and branching that 3.0 supports. We provide a PS2.0 version of the shader code for the game in order to run on the older shader model; it looks OK, but isn't quite as fancy as the shader 3.0 code.

One caveat is that while the shader 2.0 code should work fine on all cards that properly support PS2.0, because DirectX 9.0 and 9.0c have other differences beside the shader models, it's possible that some cards that support PS2.0 with DirectX 9.0 and otherwise meet the specs will still not work with the game, though to date we haven't encountered anyone who seems to have this problem.

< Message edited by ericbabe -- 1/22/2013 10:26:09 PM >


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RE: Hanging at Firefight Briefing Screen in 1.17 - 1/22/2013 6:44:49 PM   
fentum

 

Posts: 149
Joined: 6/22/2007
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Great reply, thanks.

(in reply to ericbabe)
Post #: 6
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