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SCGT - Help! At 1024x768 some tracks crash game!

17 posts by 5 people · 10 Jul 2001 03:14 UTC - 18 Jul 2001 00:06 UTC

Krunch 10 Jul 2001 03:14 UTC#174210
Can anyone help me with this problem. In Sports Car GT a number of tracks (not all) fail to load and crash me back to the desktop when I select 1024x768 mode. The error messages indicates a .bmp file failing to load even though I know the file is there inside the .mas file. I tried a fresh install to no avail. Any ideas? Thanks, Neil F.
"Krunch" <[email hidden]> wrote:
Quoted text (9 lines)>Can anyone help me with this problem. In Sports Car GT a number of tracks >(not all) fail to load and crash me back to the desktop when I select >1024x768 mode. The error messages indicates a .bmp file failing to load even >though I know the file is there inside the .mas file. I tried a fresh >install to no avail. Any ideas? > >Thanks, >Neil F. >
Running at only 800x600 is the safest, though least satisfying, solution. I have an ATI All-in-Wonder RADEONI. This issue occurs on about 6 tracks only (I think they were all done by the same guy.) Chatham, Sebring, Road Atlanta... I can look up the others if you need. Alternate solution (works for all tracks except Sebring). Get Ban Scene and extract all the track files. In /dat go into the xxxx4.scn the file for the track -- make a copy -- then edit out the anim code referring to the file you just got the cube error with (flga, etc). This doesn't work at Sebring (but does work with the Sebring99 add-on). I haven't been able to find anyone with a fix for the original Sebring. --Morton Correct email: telson @ ameritech.net
Morton's method works, but with one qualification. The number at the end of the filename, e.g. the 4 at the end of atln4.scn, represents the track detail level. The levels are 1=low, 2=med, 3=high, and 4=max. So if you are running at max track detail do what he said, but if you are running at some other detail level use the number corresponding to the detail level you are using. I found that max track detail really hurt my frame rate on some tracks, so I am running at med. detail level, therefore to fix road atlanta I had to edit atln2.scn. I still think the real problem is in the .mas files themselves, but I haven't been able to find it yet, so just use Morton's fix. HTH, Hal "Morton Chalom" <[email hidden]> wrote in message news:[email hidden]... > "Krunch" <[email hidden]> wrote: > > >Can anyone help me with this problem. In Sports Car GT a number oftracks > >(not all) fail to load and crash me back to the desktop when I select > >1024x768 mode. The error messages indicates a .bmp file failing toload even
Quoted text (29 lines)> >though I know the file is there inside the .mas file. I tried a fresh > >install to no avail. Any ideas? > > > >Thanks, > >Neil F. > > > > Running at only 800x600 is the safest, though least satisfying, > solution. > > I have an ATI All-in-Wonder RADEONI. This issue occurs on about 6 > tracks only (I think they were all done by the same guy.) Chatham, > Sebring, Road Atlanta... I can look up the others if you need. > > Alternate solution (works for all tracks except Sebring). > > Get Ban Scene and extract all the track files. In /dat go into the > xxxx4.scn the file for the track -- make a copy -- then edit out the > anim code referring to the file you just got the cube error with > (flga, etc). > > This doesn't work at Sebring (but does work with the Sebring99 > add-on). I haven't been able to find anyone with a fix for the > original Sebring. > > --Morton > > > Correct email: telson @ ameritech.net
"Haqsau" <[email hidden]> wrote: >Morton's method works, but with one qualification. The number at the >end of the filename, e.g. the 4 at the end of atln4.scn, represents the >track detail level. The levels are 1=low, 2=med, 3=high, and 4=max. Oh... I thought the number represented the resolution. Apologies and thanks for the correction. --Morton Correct email: telson @ ameritech.net
I thought the number represented the resolution too, at first. So since I wasn't running at max detail edited the xxxx4.scn file failed to fix the problem for me. So I looked at the file and noticed that the files set LOD levels for the different track shapes. Played around with it a little and confirmed that the numbers represent track detail level. All of which confuses the picture more, I think. I did confirm that the only tracks which were having problems were ones which had AnimRuleName entries in the .scn file. But there does not appear to be anything in the anim code that would be resolution dependent. I also confirmed that the named files are not missing, they are in the track .mas file right where they belong. But for some reason SCGT can't find them when it is run at 1024x768. The only thing I can think of is that maybe SCGT does not allocate sufficient memory to load all of the graphics when run at that resolution. Do you know of a way to cause SCGT to allocate more memory for itself? Thanks, Hal
"Morton Chalom" wrote : > "Krunch" <[email hidden]> wrote: > >Can anyone help me with this problem. In Sports Car GT a number of tracks > >(not all) fail to load and crash me back to the desktop when I select > >1024x768 mode. The error messages indicates a .bmp file failing to loadeven
Quoted text (25 lines)> >though I know the file is there inside the .mas file. I tried a fresh > >install to no avail. Any ideas? > > > >Thanks, > >Neil F. > Running at only 800x600 is the safest, though least satisfying, > solution. > I have an ATI All-in-Wonder RADEONI. This issue occurs on about 6 > tracks only (I think they were all done by the same guy.) Chatham, > Sebring, Road Atlanta... I can look up the others if you need. > Alternate solution (works for all tracks except Sebring). > Get Ban Scene and extract all the track files. In /dat go into the > xxxx4.scn the file for the track -- make a copy -- then edit out the > anim code referring to the file you just got the cube error with > (flga, etc). > This doesn't work at Sebring (but does work with the Sebring99 > add-on). I haven't been able to find anyone with a fix for the > original Sebring. > --Morton
Thanks Morton. I'll give this a go. 800x600 just doesn't cut the mustard these days. Looks like a rather major bug to have slipped through. Neil F.
As you can see by my other posts I get the dreaded Cube Error too. I've isolated the error to Chatham when using add-on cars. It shows up in 800x600 too. Doesn't really bother me in that Chatham is a silly little track but it buggers up seasons. Is there a way to choose your tracks for seasons? Also, all the F1-2000 tracks CTD when I use my Touring Car Patch EXE, but the same cars from the spcar EXE work perfectly. Any known issues why this would be? TIA Haqsau <[email hidden]> wrote in message news:pb837.33761$[email hidden]...
Quoted text (21 lines)> I thought the number represented the resolution too, at first. So since > I wasn't running at max detail edited the xxxx4.scn file failed to fix > the problem for me. So I looked at the file and noticed that the files > set LOD levels for the different track shapes. Played around with it a > little and confirmed that the numbers represent track detail level. > > All of which confuses the picture more, I think. I did confirm that the > only tracks which were having problems were ones which had AnimRuleName > entries in the .scn file. But there does not appear to be anything in > the anim code that would be resolution dependent. I also confirmed that > the named files are not missing, they are in the track .mas file right > where they belong. But for some reason SCGT can't find them when it is > run at 1024x768. The only thing I can think of is that maybe SCGT does > not allocate sufficient memory to load all of the graphics when run at > that resolution. Do you know of a way to cause SCGT to allocate more > memory for itself? > > Thanks, > Hal > >
I haven't had that exact problem, so I'm not sure how to fix it, but it might help if you would tell me specifically what the error message is. Does it say there is a missing file? If so, what is the name of it? Also I haven't tried a racing season yet so I am not sure how to set that up. "Euan Gilmour" <egilmour@*NOSPAM*home.com> wrote in message news:uPj37.683620$[email hidden]... > As you can see by my other posts I get the dreaded Cube Error too.I've > isolated the error to Chatham when using add-on cars. It shows up in > 800x600 too. Doesn't really bother me in that Chatham is a sillylittle > track but it buggers up seasons. Is there a way to choose your tracksfor > seasons? > > Also, all the F1-2000 tracks CTD when I use my Touring Car Patch EXE,but > the same cars from the spcar EXE work perfectly. Any known issues whythis
Quoted text (9 lines)> would be? > > > TIA > > > Haqsau <[email hidden]> wrote in message > news:pb837.33761$[email hidden]... > > I thought the number represented the resolution too, at first. So
since > > I wasn't running at max detail edited the xxxx4.scn file failed tofix > > the problem for me. So I looked at the file and noticed that thefiles > > set LOD levels for the different track shapes. Played around withit a > > little and confirmed that the numbers represent track detail level. > > > > All of which confuses the picture more, I think. I did confirm thatthe > > only tracks which were having problems were ones which hadAnimRuleName > > entries in the .scn file. But there does not appear to be anythingin > > the anim code that would be resolution dependent. I also confirmedthat > > the named files are not missing, they are in the track .mas fileright > > where they belong. But for some reason SCGT can't find them when itis > > run at 1024x768. The only thing I can think of is that maybe SCGTdoes > > not allocate sufficient memory to load all of the graphics when runat > > that resolution. Do you know of a way to cause SCGT to allocatemore
Quoted text (8 lines)> > memory for itself? > > > > Thanks, > > Hal > > > > > >
"Euan Gilmour" <egilmour@*NOSPAM*home.com> wrote: >As you can see by my other posts I get the dreaded Cube Error too. Question: What video card are you using, please? I'm trying to find a pattern. >Is there a way to choose your tracks for >seasons?Download & run BanScene to split the game into separate files. Then (make a backup copy and) edit matrix.mc with the tracks you'd prefer. Time Saving Hint: Register .mc with WordPad, also. Sorry, I don't know anything about F1-2000 though. --Morton Correct email: telson @ ameritech.net
"Krunch" <[email hidden]> wrote: >Thanks Morton. I'll give this a go. 800x600 just doesn't cut the mustard >these days. Looks like a rather major bug to have slipped through. > >Neil F. I *think* we'll find that it's a bug that is tied to newer video cards (released after the game was released). What's your video card, please? I'm trying to find a pattern. --Morton Correct email: telson @ ameritech.net
"Haqsau" <[email hidden]> wrote: >I did confirm that the >only tracks which were having problems were ones which >had AnimRuleName entries in the .scn file. Ah, thanks for finding that out (I hadn't checked). >But there does not appear to be anything in >the anim code that would be resolution dependent. I also confirmed >the named files are not missing, they are in the track .mas file right >where they belong. Yep, I concur. And if you extract them, they look just fine. >But for some reason SCGT can't find them when it is >run at 1024x768. The only thing I can think of is that maybe SCGT does >not allocate sufficient memory to load all of the graphics when run at >that resolution. Do you know of a way to cause SCGT to allocate more >memory for itself?Hmm, I don't know that but... seeing as you're doing well at the analysis, could I send you in a new direction? That is, why does the Sebring track give an error when the animrule code is edited out? If you could figure that out, we'd have a means to play at 1024x768 at all tracks. Possible hint: It can successfully be cut from Sebring99 (though I don't know why). Time saving hint: Register .scn with WordPad (or the editor of your choice) in Windows. --Morton Correct email: telson @ ameritech.net
8x6 with a V5 and 4xfsaa is the bestest! dave henrie "Morton Chalom" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (15 lines)> "Krunch" <[email hidden]> wrote: > > >Thanks Morton. I'll give this a go. 800x600 just doesn't cut the mustard > >these days. Looks like a rather major bug to have slipped through. > > > >Neil F. > > I *think* we'll find that it's a bug that is tied to newer video cards > (released after the game was released). What's your video card, > please? I'm trying to find a pattern. > > --Morton > > > Correct email: telson @ ameritech.net
I have figured out how to make Sebring work, although it's not really a fix, it's more like a work-around to your work-around. ;o) Apparently if there is a texture named FLGA in the track file, and an AnimRuleName named FLGA with 3 frames, it will look for bitmaps for each of the frames as follows: FLGA00.BMP, FLGA01.BMP, and FLGA02.BMP. Those are the files that for some reason it can't load at 1024x768. So when you edited out the AnimRuleName, it now knows nothing about those files, and just goes looking for a texture with the name FLGA.BMP. There isn't one in the sebamap.mas file, so it gets an error. I found a FLGA.BMP in some other .mas file (sorry, can't remember which one) and also copied FLGB00.BMP to FLGB.BMP, since FLGB is the other AnimRuleName in the Sebring scene file. These two new bitmaps do not need to be packed back into the .mas file, you can either leave them in the MAS directory or the PATCH directory, either way they will be found. Once you have done that, Sebring will work, although you will now have unanimated flags all over the track (not that you are likely to notice that after the first lap!). This compound error also happens with several other tracks, though not in the dry condition. I haven't tested them all yet, but Lime Rock Wet for example is missing a cloud map. So this fix may be helpful for other tracks as well. In case that was too confusing, or someone hasn't bothered to read this whole thread, here is an all too brief summary of what you have to do to get all tracks working at 1024x768: 1) Install "Ban scene.mas" (available at theuspits.com). 2) In the "dat" directory, open each of the scene files for the track (xxxx1.scn, xxxx2.scn, etc.) and find the "AnimRuleName" code. 3) Note the name of the AnimRuleName for later use. 4) Comment out the AnimRuleName code (by putting "//" at the beginning of the line), including the block of code in curly braces that follows it. I do not recommend deleting the code, as you might want it back later if someone ever finds a real fix for this problem. 5) Check the track texture map .mas file (filename will be xxxymap.mas, where xxx refers to the track and y refers to the track conditons) using Maspuce (also available from the Pits) to ensure that it contains a bitmap with the same name as the AnimRuleName that you commented out. If it does, you are done. 6) If it doesn't then extract one of the animation frame bitmaps (e.g. flga00.bmp for AnimRuleName of "flga") and rename the extracted file to match the AnimRuleName (e.g. flga.bmp). Place this file in either the "patch" directory or the "mas" directory. 7) Oh yeah, don't forget to back up everything first! The catch is that there are over 80 files that need to be edited, and I still haven't figured out for sure how many bitmaps would have to be created. It would be much better to have a REAL fix for the problem. As it is, the best I can recommend is that people only follow this procedure on specific tracks that they have had a problem with, and only on the detail level that they are actually using. If I had more time, I suppose I could zip up the missing bitmaps and create a program that edits the files, but I don't, so I won't. ;o) Perhaps some young guy with a lot of time on his hands could do that for us. Anyway I would much rather find a real fix. Speaking of which, I wonder if this affects D3D only? Does anyone using Glide have this problem? Maybe running a Glide wrapper would be a better fix. Regards, Hal "Morton Chalom" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> "Haqsau" <[email hidden]> wrote: > > >I did confirm that the > >only tracks which were having problems were ones which > >had AnimRuleName entries in the .scn file. > Ah, thanks for finding that out (I hadn't checked). > > >But there does not appear to be anything in > >the anim code that would be resolution dependent. I also confirmed > >the named files are not missing, they are in the track .mas file
right > >where they belong. > Yep, I concur. And if you extract them, they look just fine. > > >But for some reason SCGT can't find them when it is > >run at 1024x768. The only thing I can think of is that maybe SCGTdoes > >not allocate sufficient memory to load all of the graphics when runat
Quoted text (18 lines)> >that resolution. Do you know of a way to cause SCGT to allocate more > >memory for itself? > Hmm, I don't know that but... seeing as you're doing well at the > analysis, could I send you in a new direction? That is, why does the > Sebring track give an error when the animrule code is edited out? If > you could figure that out, we'd have a means to play at 1024x768 at > all tracks. > > Possible hint: It can successfully be cut from Sebring99 (though I > don't know why). > > Time saving hint: Register .scn with WordPad (or the editor of your > choice) in Windows. > > --Morton > > > Correct email: telson @ ameritech.net
Haqsau 14 Jul 2001 01:45 UTC↳ reply to Haqsau#173496
I made one important mistake in the previous post. Not all of the scene files that have the AnimRuleName code in them will fail when the corresponding track is played at 1024x768. So my comment about needing to change over 80 files is incorrect. Just change the ones for which you get an error, otherwise don't worry about it.
In rec.autos.simulators, "Haqsau" <[email hidden]> wrote: >I have figured out how to make Sebring work, although it's not really a >fix, it's more like a work-around to your work-around. ;o) ... >I found a FLGA.BMP in >some other .mas file (sorry, can't remember which one) and also copied >FLGB00.BMP to FLGB.BMP, since FLGB is the other AnimRuleName in the >Sebring scene file. These two new bitmaps do not need to be packed back >into the .mas file, you can either leave them in the MAS directory or >the PATCH directory Oh Cool! WELL DONE Haqsau!! I'll confirm this works on my system too and then we'll have a way to play at 1024x768 everywhere! Thanks! --Morton Correct email: telson @ ameritech.net
"Morton Chalom" wrote ...
Quoted text (20 lines)> In rec.autos.simulators, "Haqsau" <[email hidden]> wrote: > > >I have figured out how to make Sebring work, although it's not really a > >fix, it's more like a work-around to your work-around. ;o) > ... > >I found a FLGA.BMP in > >some other .mas file (sorry, can't remember which one) and also copied > >FLGB00.BMP to FLGB.BMP, since FLGB is the other AnimRuleName in the > >Sebring scene file. These two new bitmaps do not need to be packed back > >into the .mas file, you can either leave them in the MAS directory or > >the PATCH directory > > Oh Cool! WELL DONE Haqsau!! > > I'll confirm this works on my system too and then we'll have a way to > play at 1024x768 everywhere! Thanks! > > --Morton > > Correct email: telson @ ameritech.net
Haha! I just posted a similar fix in a new thread before I saw this. I actually squeezed the missing files back into SEBAMAPS.MAS just for neatness but its not needed. I still can't get Road Atlanta Reverse to work even though Road Atlanta does (strange). Neil F.
Haqsau 18 Jul 2001 00:06 UTC↳ reply to Krunch#172808
Got a fix for Road Atlanta Reverse too, bud! Since this thread is starting to get a little moldy, I posted it as a response to the new thread you started. Regards, Hal "Krunch" <[email hidden]> wrote in message news:9j1e5t$r1c$[email hidden]... > > "Morton Chalom" wrote ... > > > In rec.autos.simulators, "Haqsau" <[email hidden]> wrote: > > > > >I have figured out how to make Sebring work, although it's notreally a > > >fix, it's more like a work-around to your work-around. ;o) > > ... > > >I found a FLGA.BMP in > > >some other .mas file (sorry, can't remember which one) and alsocopied > > >FLGB00.BMP to FLGB.BMP, since FLGB is the other AnimRuleName in the > > >Sebring scene file. These two new bitmaps do not need to be packedback > > >into the .mas file, you can either leave them in the MAS directoryor > > >the PATCH directory > > > > Oh Cool! WELL DONE Haqsau!! > > > > I'll confirm this works on my system too and then we'll have a wayto
Quoted text (9 lines)> > play at 1024x768 everywhere! Thanks! > > > > --Morton > > > > Correct email: telson @ ameritech.net > > Haha! I just posted a similar fix in a new thread before I saw this. I > actually squeezed the > missing files back into SEBAMAPS.MAS just for neatness but its not
needed. I > still can't get Road Atlanta Reverse to work even though Road Atlantadoes > (strange). > > Neil F. > > >

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