Aggh, freezes then goes off

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Aggh, freezes then goes off

Post by Morpheus »

I saved at the Cathedral and was near to finding the secrete enterance and when I saved, the game froze and crashed. I loaded the save and it was frozen so I waited and the game crashed, I can't use my save game anymore, uggh. Had 6 eggs too and not too far from the ending. I have 1.0.4 patch installed. Anyone know if I can do anything? The game just closes without an error after a minute of being frozen. Have I lost the save?
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Re: Aggh, freezes then goes off

Post by Jonas »

What cathedral? Anyway, post the last handful of lines from your TNM.log, and let's see if they make any sense.
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Re: Aggh, freezes then goes off

Post by PlausibleSarge »

its most likely a corrupt save. And Eggs are stored in the TNM ini file, not your saves, so you will still have the eggs when you start a new game
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Re: Aggh, freezes then goes off

Post by Morpheus »

Jonas wrote:What cathedral? Anyway, post the last handful of lines from your TNM.log, and let's see if they make any sense.
The cathedral/church looking place at Aunt Betty Industries.

Here is the log:
Log: Log file open, 09/20/11 15:13:40
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 1100
Init: Compiled: Jan 29 2001 16:45:52
Init: Command line: -hax0r INI="C:\DeusEx\TNM\System\TNM.ini" USERINI="C:\DeusEx\TNM\System\TNMUser.ini" log=TNM.log
Init: Base directory: C:\DeusEx\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: DAVIDPC
Init: User: David
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2666.786821 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Bound to DeusEx.dll
Log: Bound to Extension.dll
Log: Bound to ConSys.dll
Log: Loading: Package DeusEx
Log: Loading: Package Core
Log: Loading: Package Engine
Log: Loading: Package Extension
Log: Loading: Package DeusExCharacters
Log: Loading: Package DeusExUI
Log: Loading: Package DeusExItems
Log: Loading: Package Effects
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package ConSys
Log: Loading: Package DeusExSounds
Log: Loading: Package HDTPDecos
Log: Loading: Package HDTPanim
Log: Loading: Package DeusExDeco
Log: Loading: Package UBrowser
Log: Loading: Package UWindow
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
Log: Bound to DeusExText.dll
Log: Loading: Package DeusExText
Log: Loading: Package HDTPItems
Log: Loading: Package Ambient
Log: Loading: Package MoverSFX
Log: Loading: Package IpServer
Log: Loading: Package HDTPcharacters
Log: Loading: Package MPCharacters
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 65536
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: entry.dx
Log: Loading: Package Entry
Log: Loading: Package Title_Music
Log: Loading: Package TNM
Log: Bound to TNMNative.dll
Log: Loading: Package TNMNative
Log: Bound to DXOgg.dll
Log: Loading: Package DXOgg
Log: Loading: Package precipitation
Log: Loading: Package TNM_Core_Tex
Log: Loading: Package CoreTexDetail
Log: Loading: Package TNMSounds
Log: Loading: Package caroneelevatorset
Log: Loading: Package TNM_Misc_Tex
Log: Game class is 'TNMGameInfo'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: DX.dx?Name=Player?Class=TNM.Trestkon
Log: Doing load, not loadgame
Log: Current mission number is -1, next is -1
Log: LoadMap: DX.dx?Name=Player?Class=TNM.Trestkon
Log: Loading: Package DX
Log: Loading: Package Supertanker
Log: Loading: Package CoreTexMetal
Log: Loading: Package NewYorkCity
Log: Loading: Package Paris
Log: Loading: Package CoreTexGlass
Log: Loading: Package Catacombs
Log: Loading: Package UNATCO
Log: Loading: Package CoreTexFoliage
Log: Loading: Package CoreTexEarth
Log: Loading: Package BatteryPark
Log: Loading: Package CoreTexBrick
Log: Loading: Package CoreTexPaper
Log: Loading: Package Airfield
Log: Loading: Package CoreTexWood
Log: Loading: Package CoreTexConcrete
Log: Loading: Package TNMDeco
Log: Loading: Package TNMItems
Log: Loading: Package CoreTexWater
Log: Loading: Package CoreTexSky
Log: Loading: Package Rocket
Log: Loading: Package CoreTexMisc
Log: Loading: Package HK_BuildingExt
Log: Loading: Package TNMCharacters
Log: Loading: Package CoreTexStone
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 39855->39855; refs: 569966
Log: Game class is 'TNMGameInfo'
Log: Bringing Level DX.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=TNM.Trestkon
ScriptLog: Base Mutator is DX.Mutator1
Init: Initialized moving brush tracker for Level DX.MyLevel
Log: Loading: Package TNMGUI
Log: Loading: Package UMenu
ScriptLog: Login: Player
Init: *** DEUS EX VERSION Mon Mar 19 12:06:14 2001 v1.112fm ***
Init: *** Cheats Enabled! U R l337, d00D! U r0X0r!
Log: UIfix >> Function hooking complete, DetourTransactionCommit returned code 0
Log: Possessed PlayerPawn: trestkon DX.trestkon0
ScriptLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D10Drv.dll
Log: Initializing Direct3D 10 renderer.
Log: Initializing Direct3D.
Log: C:\DeusEx\System\d3d10drv\complexsurface.fx(164,12): warning X3578: Output value 'PS' is not completely initialized

Log: C:\DeusEx\System\d3d10drv\firstpass.fx(11,10): warning X3582: texture access must have literal offset and multisample index, forcing loop to unroll

Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 5.304444 seconds
Log: DXOgg: Initialized
ScriptLog: Creating root window: TNMGUI.tnmUWindowRootWindow
Log: Loading: Package UWindowFonts
Log: Loading: Package DXFonts
Log: URL: Adding default option Name=Player
Log: URL: Adding default option Class=TNM.Trestkon
Log: Browse: Index.dx?loadgame=2?Name=Player?Class=TNM.Trestkon
Log: Doing loadgame, not load
Log: Loading: Package saveInfo
Log: Unloading: Package DX
Log: URL: Adding default option Name=Player
Log: URL: Adding default option Class=TNM.Trestkon
Log: LoadMap: ..\TNM\Save\Current\23_ABIRuins.dxs?load?loadonly?loadgame?Name=Player?Class=TNM.Trestkon
Quote: NVShacker: Throwing foons are some day-ruining shit on Realistic.
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Loading: Package 23_ABIRuins
Log: Loading: Package CoreTexWallObj
Log: Loading: Package FreeClinic
Log: Loading: Package Area51Textures
Log: Loading: Package HK_Interior
Log: Loading: Package TNMDataVault
Log: Loading: Package HK_Signs
Log: Loading: Package V_Com_Center
Log: Loading: Package CoreTexTiles
Init: Shut down moving brush tracker for Level DX.MyLevel
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Unloading: Package UNATCO
Log: Unloading: Package CoreTexFoliage
Log: Unloading: Package BatteryPark
Log: Unloading: Package CoreTexBrick
Log: Unloading: Package CoreTexConcrete
Log: Unloading: Package Rocket
Log: Unloading: Package CoreTexMisc
Log: Unloading: Package HK_BuildingExt
Log: Unloading: Package CoreTexStone
Log: Unloading: Package DXFonts
Log: Unloading: Package saveInfo
Log: Garbage: objects: 46028->43464; refs: 663560
Log: Loading: Package TNMConvos2Text
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: Player
Log: Possessed PlayerPawn: trestkon 23_ABIRuins.trestkon2
ScriptLog: All inventory from Player is accepted
ScriptLog: DeusExLevelInfo - Spawned new mission script 'TNM.tnmMission23'
Init: Initialized moving brush tracker for Level 23_ABIRuins.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
ScriptLog: **** InitStateMachine() - 23_ABIRuins.trestkon2 started mission state machine for 23_ABIRUINS
Critical: appError called:
Critical: ABIEliteGuard 23_ABIRuins.ABIEliteGuard0 (Function DeusEx.ScriptedPawn.Patrolling.PickDestination:0039) Runaway loop detected (over 10000000 iterations)
Critical: Windows GetLastError: There are no more files. (18)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Log: DirectDraw RestoreDisplayMode: DDERR_NOEXCLUSIVEMODE
Critical: FFrame::Serialize
Critical: AActor::ProcessState
Critical: Object ABIEliteGuard 23_ABIRuins.ABIEliteGuard0, Old State State TNM.TNMPawn.Patrolling, New State State TNM.TNMPawn.Patrolling
Critical: AActor::Tick
Critical: AScriptedPawn::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/20/11 15:14:14
I did notice that the game kept freezing whenever I used the nanosword, often randomly. Also, unrelated (just wanted to say this here anyway), I went into Ravings weapon shop to get Napalm Launcher, but didn't have enough room in inventory, but I bought it and as I didn't have enough room to have it in inventory, never got it from Raving, so lost the credits and got no weapon.
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Re: Aggh, freezes then goes off

Post by bobby 55 »

Critical: ABIEliteGuard 23_ABIRuins.ABIEliteGuard0 (Function DeusEx.ScriptedPawn.Patrolling.PickDestination:0039) Runaway loop detected (over 10000000 iterations)
Isn't that similar to the infamous Doberman related crashes, pathing error(!?) ?
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Re: Aggh, freezes then goes off

Post by Jonas »

Yes, weird. Well depending on how much time you have before it crashes once you load, you can pause the game and use the old console command that kills all the guards, that'll stop the crash - though it'll make that level pretty boring.

However, assuming you just entered the level, you can load up the game, pause it, kill all the guards, then leave the level, then exit the game, then find your savegame folder, then delete the level in question (23_ABIRuins.dxs, I gather?) and then load up the savegame and enter the level again.

All the guards should now be back in action, and you should remember to save often and in different slots from now on, just like the loading screen hint says ;)
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Re: Aggh, freezes then goes off

Post by Morpheus »

Jonas wrote:Yes, weird. Well depending on how much time you have before it crashes once you load, you can pause the game and use the old console command that kills all the guards, that'll stop the crash - though it'll make that level pretty boring.

However, assuming you just entered the level, you can load up the game, pause it, kill all the guards, then leave the level, then exit the game, then find your savegame folder, then delete the level in question (23_ABIRuins.dxs, I gather?) and then load up the savegame and enter the level again.

All the guards should now be back in action, and you should remember to save often and in different slots from now on, just like the loading screen hint says ;)
23_ABIRuins.dxs, yes. It freezes as soon as I load the save game so doing anything like what you said would be out of the question. Can't pause anything or load the console or nothing. I did fix it by finding the save, deleting it and copying and pasting, then renaming 23_ABIInterior.dx to 23_ABIRuins.dxs which worked. I'll try the console command to kill the guards to stop that happening again.
Last edited by Morpheus on Tue Sep 20, 2011 10:06 pm, edited 1 time in total.
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Re: Aggh, freezes then goes off

Post by Jonas »

Then you're out of luck, sorry.
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Re: Aggh, freezes then goes off

Post by Morpheus »

Well I am fine, I did what I said, deleted the 23_ABIRuins.dxs, copied the 23_ABIInterior.dxs and renamed it to 23_ABIRuins.dxs. It worked as in I was in ABI Interior and could play the game. Had to cheat my augs and skills back and to load the next map since 23_ABIRuins.dx wouldn't load properly. Buggy way of doing it, but at least its working now.
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Re: Aggh, freezes then goes off

Post by Jonas »

Wait, wouldn't that reset all your flags too?
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Re: Aggh, freezes then goes off

Post by PlausibleSarge »

wouldnt it be possible to add -hax0r -playersonly to the command line, thus removing the need to modify saves (as playersonly turns off pathfinding, so you could load the level and then use the killall command on the guards) and keep your skills, augs, flags etc.

I guess its too late now
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Re: Aggh, freezes then goes off

Post by Morpheus »

PlausibleSarge wrote:wouldnt it be possible to add -hax0r -playersonly to the command line, thus removing the need to modify saves (as playersonly turns off pathfinding, so you could load the level and then use the killall command on the guards) and keep your skills, augs, flags etc.

I guess its too late now
Was always too late for that. If I were able to have done something like this, I would have, but as I said, my game save was frozen at the point of after it loading so I couldn't do this.
Wait, wouldn't that reset all your flags too?
Didn't think about that, but the stage I was at, don't suppose it matters too much. Would have done much earlier in the game though.

Will this problem always occur when you play through and get to this area with the guards or does it just happen sometimes?

Code: Select all

Isn't that similar to the infamous Doberman related crashes, pathing error(!?) ?
Which one was this? Was that one fixed as I don't recall doberman crashing my game anytime.
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Re: Aggh, freezes then goes off

Post by bobby 55 »

I don't recall doberman crashing my game anytime.
I think that was fixed in the 1.03 patch.
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Re: Aggh, freezes then goes off

Post by Morpheus »

bobby 55 wrote:
I don't recall doberman crashing my game anytime.
I think that was fixed in the 1.03 patch.
Ok then. Should have checked the list of fixes on patches.
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Re: Aggh, freezes then goes off

Post by Jonas »

Morpheus wrote:Didn't think about that, but the stage I was at, don't suppose it matters too much. Would have done much earlier in the game though.
Quite the other way around, in fact - at this stage in the game, you should have almost a whole game's worth of flags that will be called upon by various conversations, infolink messages, and eventually the end-game cutscenes. You underestimate to what a degree The Nameless Mod reacts to your choices and actions :(
Will this problem always occur when you play through and get to this area with the guards or does it just happen sometimes?
Should be exceedingly rare.
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