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Thread: puzzling CTD

  1. #1
    Member Member Khazar_Dahvos's Avatar
    Join Date
    Feb 2007
    Location
    On a Navy ship
    Posts
    241

    Default puzzling CTD

    O.K so let me start at the beginning. First of all I have been playing EB for about 2 years now and I have never had a major problem installing it. So naturally when EB 1.0 came out I installed it that same day and have been playing it without any mods except for spoils of victory mod and some adds to the desc mercanary's script. Then I decided to take a break from it for a couple of weeks and finally I tried firing it up and the beginning screen took like 15 minutes which was very odd(it has never done that before) to get past it and then you have the activision logo comes up then the soldiers marching video and the loading screen comes up and then It CTD at the beginning of that screen. So I tried firing it up a couple more times and It kept doing the same thing. Then I reinstalled RTW and EB and when I fire it up it is doing the same thing(I have unistalled and installed it 4 times now using different download sites just in case one is corrupt. The only program that I have installed onto my computer in the 2 week period that I did not play EB is Nero 63115(pretty sure this would have nothing to do with the CTD). I have used the EB validation tool and this is the only errors it is been showing after each time I have uninstalled installed.

    Changed file: .\data\descr_arrow_trail_effects_final.txt (expected checksum 4e50ed8c1a6625c101cea0c71062c94f, got de783fafcadbd4caa710d79edb38a59a)
    Changed file: .\data\descr_surface_fire.txt (expected checksum 6e82d50b514e70b8a2c6accbd39680f6, got c2ecf65971bfb7c135e62a23d0421f83)
    Changed file: .\data\text\caesar_in_gaul_wip_5_regions_and_settlement_names.txt (expected checksum c08c87669b79ae4c5c1c7dda8f8683c5, got 893c29ac0fee8ca8f029bc1d086da1da)
    Added file: .\license agreement.txt

    are these files in rtw/eb/data or rtw/data because the changed files are found in rtw/data
    So how do I remedy this problem?
    when I installed rtw and its proper patches it workes fine so I can conclude that its not my game disc's.
    I have checked the forum for ctd's related to this but nobody has posted on how they have fixed their problems.

    here is the posted checklist
    _ 1 Install RTW and EB once again, from scratch
    _ 2 Install using 7-zip rather than installer
    _ 3 Download a map.rwm file and place it in eb/data/world/maps/base (requires both the disaster and Oppida permanent fixes)
    _ 4 Add -nm to the shortcut
    _ 5 Delete some interfering files that Vista hides in its bowels
    _ 6 Run the validation tool to diagnose the problem
    _ 7 Install the fixes linked in my sig
    _ 8 Add more swap space in Windows, and other technical measures you can take
    _ 9 Using RTW Gold? Try to uninstall everything and do not install BI
    _ 10 Got an ATI Radeon X700 graphics card? Apparently some setting called "Support DXT textures format" is creating problems. Try to change this setting for the driver called "Support DXT textures format".

    1 check
    2 not sure if I did it right but I extract it to desktop with 7 zip then placed files in the activision/rtw folder
    3 check
    4 check
    5 not applicable
    6 check (same error each time)
    7 check
    8 not sure how to do it
    9 not applicable
    10 not applicable
    Last edited by Khazar_Dahvos; 12-11-2007 at 22:14.

  2. #2
    EB annoying hornet Member bovi's Avatar
    Join Date
    Jan 2007
    Location
    Norway
    Posts
    11,796

    Default Re: puzzling CTD

    Have you possibly installed the latest script fix or the sally fix on top of the Spoils Of Victory submod? I know that SOV changes the script and traits files, so it might not be compatible.

    You say you've played it successfully earlier. Have you made any changes to your system since you last played, such as new hardware or drivers, new antivirus etc?

    The files that the validation tool picks up on as changed don't seem important. Still I don't know about the two first ones, here are the files as they are in my installation (rtw/data).

    descr_surface_fire.txt:
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;
    ;;  Siege engine fire
    ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    effect burning_engine_smoke
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		1.8, 1.4
    		age_range       		2.1, 14.2
            grow_range	 			1, 1 
            vel_range				0.5, 2
            fade_time				0.25
            die_size				1, 1
    		colour     				255,255,255
    		alpha_max	   			255			 ; maximum alpha value
    		spin_rate				-1, 1
    		
    		emitter tri_surface
    		{
    			density					0	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	10000		; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    ;;;;;;; MIDDLE TOWER EFFECTS ;;;;;;;;;;;;;;;;;;;;;;;
    
    effect fire_siege_tower_01
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke2.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		1.8, 11.4
    		age_range       		0.1,0.24
            grow_range	 			1, 1 
            vel_range				0.5, 15.4
            fade_time				1.8
            die_size				0.5, 0.1
    		colour     				235,235,235
    		alpha_max	   			114		 ; maximum alpha value
    		spin_rate				-0.24,0.24
    		acceleration			0,5,0
    		
    		emitter tri_surface
    		{
    			density					180	     	; how many particles per second
    			offset_from_surface		0,2.4,0		; offset from surface to emit from
    
    			emitter_falloff_dist	250			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_02
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		0.5, 16.4
    		age_range       		1.0,1.4
            grow_range	 			1, 1 
            vel_range				0.5, 9.6
            fade_time				2.5
            die_size				0.1,0.5
    		colour     				210,200,200
    		alpha_max	   			140		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		
    		emitter tri_surface
    		{
    			density					70	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    ;;;;;;;;;;;;;; BALLISTA EFFECTS ;;;;;;;;;;;;;;;;;;;;;
    
    effect fire_siege_tower_03
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke2.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		2.5, 3.4
    		age_range       		0.14,0.54
            grow_range	 			1, 1 
            vel_range				0.8,1.4
            fade_time				1
            die_size				0.2, 0.01
    		colour     				215,215,215
    		alpha_max	   			120		 ; maximum alpha value
    		spin_rate				-0.54,0.54
    		acceleration			0,5,0
    		
    		emitter tri_surface
    		{
    			density					50	     	; how many particles per second
    			offset_from_surface		0,-0.25,0		; offset from surface to emit from
    
    			emitter_falloff_dist	100			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.9			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_04
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke4.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		0.2, 5.4
    		age_range       		1.0,2.4
            grow_range	 			1, 1 
            vel_range				0.1, 1.8
            fade_time				1.8
            die_size				0.1,0.2
    		colour     				245,225,225
    		alpha_max	   			180		 ; maximum alpha value
    		spin_rate				-0.14,0.14
    		acceleration			0,1,0
    		
    		emitter tri_surface
    		{
    			density					10	     	; how many particles per second
    			offset_from_surface		0,-0.3,0		; offset from surface to emit from
    
    			emitter_falloff_dist	250			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_08
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		0.1, 4.4
    		age_range       		0.3,0.4
            grow_range	 			1, 1 
            vel_range				0.5, 5.6
            fade_time				1
            die_size				0.1,0.25
    		colour     				210,200,200
    		alpha_max	   			140		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		acceleration			0,0.5,0
    		
    		emitter tri_surface
    		{
    			density					2	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    
    ;;;;;;; ONAGER EFFECTS ;;;;;;;;;;;;;;;;;;;;;;;
    
    effect fire_siege_tower_05
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke2.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		2.24, 5.4
    		age_range       		0.1,0.2
            grow_range	 			1, 1 
            vel_range				0.5, 2.8
            fade_time				1.5
            die_size				0.5, 0.1
    		colour     				235,235,235
    		alpha_max	   			114		 ; maximum alpha value
    		spin_rate				-0.24,0.24
    		acceleration			0,6,0
    		
    		emitter tri_surface
    		{
    			density					30	     	; how many particles per second
    			offset_from_surface		0,-1,0		; offset from surface to emit from
    
    			emitter_falloff_dist	250			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_06
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke4.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		5, 10.4
    		age_range       		0.5,0.7
            grow_range	 			1, 1 
            vel_range				0.5, 7.6
            fade_time				2
            die_size				0.1,0.25
    		colour     				220,200,200
    		alpha_max	   			255		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		acceleration			0,1,0
    		
    		emitter tri_surface
    		{
    			density					5	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_07
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		5, 10.4
    		age_range       		0.3,0.4
            grow_range	 			1, 1 
            vel_range				0.5, 5.6
            fade_time				1
            die_size				0.1,0.25
    		colour     				210,200,200
    		alpha_max	   			140		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		acceleration			0,0.5,0
    		
    		emitter tri_surface
    		{
    			density					1	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    ;;;;;;; RAM EFFECTS ;;;;;;;;;;;;;;;;;;;;;;;
    
    effect fire_siege_tower_09
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke2.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		2.5, 5.9
    		age_range       		0.05,0.15
            grow_range	 			1, 1 
            vel_range				0.5, 2.8
            fade_time				1
            die_size				0.5, 0.1
    		colour     				235,235,235
    		alpha_max	   			114		 ; maximum alpha value
    		spin_rate				-0.24,0.24
    		acceleration			0,8,0
    		
    		emitter tri_surface
    		{
    			density					30	     	; how many particles per second
    			offset_from_surface		0,-1,0		; offset from surface to emit from
    
    			emitter_falloff_dist	250			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_10
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke4.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		5, 6.4
    		age_range       		0.5,1.4
            grow_range	 			1, 1 
            vel_range				3.5, 5.6
            fade_time				1
            die_size				0.1,0.25
    		colour     				220,200,200
    		alpha_max	   			255		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		acceleration			0,1,0
    		
    		emitter tri_surface
    		{
    			density					10	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_11
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		5, 10.4
    		age_range       		0.3,1
            grow_range	 			1, 1 
            vel_range				0.5, 5.6
            fade_time				1
            die_size				0.1,0.25
    		colour     				210,200,200
    		alpha_max	   			140		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		acceleration			0,0.5,0
    		
    		emitter tri_surface
    		{
    			density					1	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    ;;;;;;; LADDER EFFECTS ;;;;;;;;;;;;;;;;;;;;;;;
    
    effect fire_siege_tower_12
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke2.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		2.5, 5.9
    		age_range       		0.05,0.15
            grow_range	 			1, 1 
            vel_range				0.5, 2.8
            fade_time				1
            die_size				0.5, 0.1
    		colour     				235,235,235
    		alpha_max	   			114		 ; maximum alpha value
    		spin_rate				-0.24,0.24
    		acceleration			0,8,0
    		
    		emitter tri_surface
    		{
    			density					30	     	; how many particles per second
    			offset_from_surface		0,-1,0		; offset from surface to emit from
    
    			emitter_falloff_dist	250			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_13
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke4.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		5, 10.4
    		age_range       		0.5,0.7
            grow_range	 			1, 1 
            vel_range				0.5, 7.6
            fade_time				2
            die_size				0.1,0.25
    		colour     				220,200,200
    		alpha_max	   			255		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		acceleration			0,1,0
    		
    		emitter tri_surface
    		{
    			density					5	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_14
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		5, 10.4
    		age_range       		0.3,0.4
            grow_range	 			1, 1 
            vel_range				0.5, 5.6
            fade_time				1
            die_size				0.1,0.25
    		colour     				210,200,200
    		alpha_max	   			140		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		acceleration			0,0.5,0
    		
    		emitter tri_surface
    		{
    			density					1	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    ;;;;;;; HELIOPOLIS TOWER EFFECTS ;;;;;;;;;;;;;;;;;;;;;;;
    
    effect fire_siege_tower_15
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke2.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		2.2, 14.4
    		age_range       		0.1,0.24
            grow_range	 			1, 1 
            vel_range				0.5, 15.4
            fade_time				1.8
            die_size				0.5, 0.1
    		colour     				235,235,235
    		alpha_max	   			114		 ; maximum alpha value
    		spin_rate				-0.24,0.24
    		acceleration			0,5,0
    		
    		emitter tri_surface
    		{
    			density					180	     	; how many particles per second
    			offset_from_surface		0,2.4,0		; offset from surface to emit from
    
    			emitter_falloff_dist	250			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_16
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		2.5, 20.4
    		age_range       		1.0,1.4
            grow_range	 			1, 1 
            vel_range				0.5, 9.6
            fade_time				2.5
            die_size				0.1,0.5
    		colour     				210,200,200
    		alpha_max	   			140		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		
    		emitter tri_surface
    		{
    			density					70	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	400			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    ;;;;;;; SIEGE TOWER EFFECTS ;;;;;;;;;;;;;;;;;;;;;;;
    
    effect fire_siege_tower_17
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke2.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		1.8, 11.4
    		age_range       		0.1,0.24
            grow_range	 			1, 1 
            vel_range				0.5, 15.4
            fade_time				1.8
            die_size				0.5, 0.1
    		colour     				235,235,235
    		alpha_max	   			114		 ; maximum alpha value
    		spin_rate				-0.24,0.24
    		acceleration			0,5,0
    		
    		emitter tri_surface
    		{
    			density					100	     	; how many particles per second
    			offset_from_surface		0,2.4,0		; offset from surface to emit from
    
    			emitter_falloff_dist	150			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    effect fire_siege_tower_18
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke3.tga
    
    		sprite_origin			0.1, 0.1
    		sprite_size				0.9, 0.9
    		size_range      		0.5, 16.4
    		age_range       		1.0,1.4
            grow_range	 			1, 1 
            vel_range				0.5, 9.6
            fade_time				2.5
            die_size				0.1,0.5
    		colour     				210,200,200
    		alpha_max	   			140		 ; maximum alpha value
    		spin_rate				-0.04,0.04
    		
    		emitter tri_surface
    		{
    			density					30	     	; how many particles per second
    			offset_from_surface		0,0,0		; offset from surface to emit from
    
    			emitter_falloff_dist	300			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5			; 			
    		}
    	}
    }
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;								SIEGE FIRE EFFECT SETS												 ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_middle_tower_set
    {
    	lod 1000
    	{
    		fire_siege_tower_01	
    		fire_siege_tower_02
    	}
    }
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_set
    {
    	lod 1000
    	{
    		burning_engine_smoke	
    	}
    }
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_ballista_set
    {
    	lod 1000
    	{
    		fire_siege_tower_03	
    		fire_siege_tower_04
    		fire_siege_tower_08
    	}
    }
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_onager_set
    {
    	lod 1000
    	{
    		fire_siege_tower_05	
    		fire_siege_tower_06
    		fire_siege_tower_07
    	}
    }
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_ram_set
    {
    	lod 1000
    	{
    		fire_siege_tower_09	
    		fire_siege_tower_10
    		fire_siege_tower_11
    	}
    }
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_ladder_set
    {
    	lod 1000
    	{
    		fire_siege_tower_12	
    		fire_siege_tower_13
    		fire_siege_tower_14
    	}
    }
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_heliopolis_set
    {
    	lod 1000
    	{
    		fire_siege_tower_15	
    		fire_siege_tower_16
    	}
    }
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect_set engine_fire_siege_set
    {
    	lod 1000
    	{
    		fire_siege_tower_17
    		fire_siege_tower_18
    	}
    }
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



    descr_arrow_trail_effects_final.txt:
    Code:
    ;-----------------------------------------------------------------------------
    ; Arrow trail effects.
    ;-----------------------------------------------------------------------------
    
    effect default_arrow_trail
    {
    	type ribbon
    	{
    		alpha_max	128	  ; Alpha value at start of trail
    		alpha_min	10	  ; Alpha value at end of trail
    		fade_start	100	  ; Distance to start fading out.
    		fade_end	200	  ; This should be the same as the max lod distance in the effect set.
    		head_width	0.1	  ; Width of the ribbon at arrow end
    		tail_width  0.01    ; Width of the ribbon at the tail end
    
    		texture	    data/textures/arrow_trail.tga
    	}
    }	
    
    effect_set default_arrow_trail_set
    {
    	lod 1000
    	{
    		default_arrow_trail
    	}
    }
    
    effect small_arrow_trail
    {
    	type ribbon
    	{
    		alpha_max	128	  ; Alpha value at start of trail
    		alpha_min	10	  ; Alpha value at end of trail
    		fade_start	100	  ; Distance to start fading out.
    		fade_end	200	  ; This should be the same as the max lod distance in the effect set.
    		head_width	0.1	  ; Width of the ribbon at arrow end
    		tail_width  0.01    ; Width of the ribbon at the tail end
    
    		texture	    data/textures/slingshot_trail.tga
    	}
    }	
    
    effect_set small_arrow_trail_set
    {
    	lod 1000
    	{
    		small_arrow_trail
    	}
    }
    
    effect large_arrow_trail
    {
    	type ribbon
    	{
    		alpha_max	196	  ; Alpha value at start of trail
    		alpha_min	64	  ; Alpha value at end of trail
    		fade_start	100	  ; Distance to start fading out.
    		fade_end	200	  ; This should be the same as the max lod distance in the effect set.
    		head_width	0.15  ; Width of the ribbon at arrow end
    		tail_width  0.015 ; Width of the ribbon at the tail end
    
    		texture	    data/textures/arrow_trail.tga
    	}
    }	
    
    effect_set large_arrow_trail_set
    {
    	lod 1000
    	{
    		large_arrow_trail
    	}
    }
    
    effect fiery_arrow_trail
    {
    	type ribbon
    	{
    		alpha_max	255	  ; Alpha value at start of trail
    		alpha_min	128	  ; Alpha value at end of trail
    		fade_start	100	  ; Distance to start fading out.
    		fade_end	200	  ; This should be the same as the max lod distance in the effect set.
    		head_width	0.5	  ; Width of the ribbon at arrow end
    		tail_width  0.1   ; Width of the ribbon at the tail end
    
    		texture	    data/textures/arrow_fire.tga
    	}
    }	
    
    effect_set fiery_arrow_trail_set
    {
    	lod 1000
    	{
    		fiery_arrow_trail
    	}
    }		
    
    
    effect fiery_boulder
    {
    	type projectile
    	{
    		model		models_effects/fireball.cas
    		fade_time	0.01
    	}
    }
    
    effect boulder
    {
    	type projectile
    	{
    		model		models_effects/boulder.cas
    		fade_time	0.01
    	}
    }
    
    effect boulder_dust
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range      1.0, 1.5
    		age_range       0.1, 0.5
    	    grow_range		1.1, 1.6
    		velocity   		0.0, 0.2
    		colour     		87, 87, 74
    		alpha_max	   	14			 ; maximum alpha value
    		
    		emitter distance
    		{
    			density			2 	     ; how many particels per meter
    		}
    	}
    }
    
    effect fiery_boulder_smoke
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range      2.0, 2.5
    		age_range       0.5, 1.5
    	    grow_range		1.5, 1.8
    		velocity   		0.0, 0.2
    		colour     		87, 87, 74
    		alpha_max	   	90			 ; maximum alpha value
    		emitter distance
    		{
    			density			1 	     ; how many particels per meter
    		}
    		
    		fade_time		0.1		
    	}
    }
    
    effect boulder_explosion_01
    {
    	type explosion
    	{
    		; main explosion
    		model 				models_effects/explosion_dirt1.cas
    		anim_time			0.4
    		max_scale   			2
    		max_particle_scale 		4
    		scale_time_bias			.9
    		alpha_time_bias			0.6		
    		
    
    		; debris
            debris_model                             models_effects/debri02.cas
            debris_num_particles     0
            debris_lifetime_range    2.2, 20
            debris_emit_angle        70              ; degrees
            debris_time_bias         0.9
            debris_velocity_range    5.5, 30.5
            debris_scale_range       0.4, 1.5
    	}
    }
    
    effect boulder_explosion_02
    {
    	type explosion
    	{
    		; main explosion
    		model 				models_effects/explosion_dirt2.cas
    		anim_time			0.9
    		max_scale   			5
    		max_particle_scale 		7
    		scale_time_bias			.9
    		alpha_time_bias			0.34		
    		
    
    		; debris
            debris_model                             models_effects/debri02.cas
            debris_num_particles     0
            debris_lifetime_range    2.2, 20
            debris_emit_angle        70              ; degrees
            debris_time_bias         0.9
            debris_velocity_range    5.5, 30.5
            debris_scale_range       0.4, 1.5
    	}
    }
    
    effect fiery_boulder_explosion
    {
    	type explosion
    	{
    		; main explosion
    		model 				models_effects/explosion.cas
    		anim_time			0.9
    		max_scale   			3
    		max_particle_scale 		5
    		scale_time_bias			.9
    		alpha_time_bias			0.6		
    		
    
    		; debris
            debris_model                             models_effects/fire_debri_01.CAS
            debris_num_particles     10
            debris_lifetime_range    2.2, 15
            debris_emit_angle        50               ; degrees
            debris_time_bias         0.9
            debris_velocity_range    15.5, 20.5
            debris_scale_range       1.4, 3.6
    	}
    }
    
    effect fiery_boulder_dust_explosion
    {
    	type explosion
    	{
    	; dust explode
    		model 				models_effects/explosion_dust.cas
    		anim_time			1.7
    		max_scale   			3
    		max_particle_scale 		5
    		scale_time_bias			.9
    		alpha_time_bias			0.6
    
    		; debris
            debris_model                             models_effects/fire_debri_02.CAS
            debris_num_particles     20
            debris_lifetime_range    2.2, 15
            debris_emit_angle        50               ; degrees
            debris_time_bias         0.9
            debris_velocity_range    10.5, 15.5
            debris_scale_range       1.4, 4.6
    	}
    }
    
    effect fiery_boulder_dust_explosion2
    {
    	type explosion
    	{
    	; dust explode
    		model 				models_effects/explosion_dust2.cas
    		anim_time			9
    		max_scale   			6
    		max_particle_scale 		10
    		scale_time_bias			.9
    		alpha_time_bias			0.6
    
    		; debris
    	        debris_model                             models_effects/debri02.cas
            	debris_num_particles     0
    	        debris_lifetime_range    2.2, 20
            	debris_emit_angle        70              ; degrees
    	        debris_time_bias         0.9
            	debris_velocity_range    5.5, 30.5
    	        debris_scale_range       0.4, 1.5
    	}
    }
    
    effect fiery_boulder_dust_explosion3
    {
    	type explosion
    	{
    	; dust explode
    		model 				models_effects/flame_explode.cas
    		anim_time			.7
    		max_scale   			1.5
    		max_particle_scale 		2.5
    		scale_time_bias			.9
    		alpha_time_bias			0.9
    
    		; debris
            debris_model                             models_effects/fire_debri_02.CAS
            debris_num_particles     20
            debris_lifetime_range    2.2, 15
            debris_emit_angle        50               ; degrees
            debris_time_bias         0.9
            debris_velocity_range    10.5, 15.5
            debris_scale_range       1.4, 4.6
    	}
    }
    
    effect boulder_dust_explosion
    {
    	type explosion
    	{
    	; dust explode
    		model 				models_effects/explosion_dust.cas
    		anim_time			1.7
    		max_scale   			2
    		max_particle_scale 		4
    		scale_time_bias			.9
    		alpha_time_bias			0.6
    
    		; debris
    	        debris_model                             models_effects/debri02.cas
            	debris_num_particles     0
    	        debris_lifetime_range    2.2, 20
            	debris_emit_angle        70              ; degrees
    	        debris_time_bias         0.9
            	debris_velocity_range    5.5, 30.5
    	        debris_scale_range       0.4, 1.5
    	}
    }
    
    effect boulder_dust_explosion2
    {
    	type explosion
    	{
    	; dust explode
    		model 				models_effects/explosion_dust2.cas
    		anim_time			7
    		max_scale   			5
    		max_particle_scale 		9
    		scale_time_bias			.9
    		alpha_time_bias			0.6
    
    		; debris
            	debris_model                             models_effects/fire_debri_02.CAS
            	debris_num_particles     20
            	debris_lifetime_range    2.2, 15
            	debris_emit_angle        50               ; degrees
            	debris_time_bias         0.9
            	debris_velocity_range    3.5, 7.5
            	debris_scale_range       1.4, 2.6
    	}
    }
    
    effect ballista_arrow_impact
    {
    	type explosion
    	{
    	; dust explode
    		model 				models_effects/explosion_dust.cas
    		anim_time			1.7
    		max_scale   			2
    		max_particle_scale 		4
    		scale_time_bias			.9
    		alpha_time_bias			0.6
    
    		; debris
    	        debris_model                             models_effects/debri02.cas
            	debris_num_particles     0
    	        debris_lifetime_range    2.2, 20
            	debris_emit_angle        70              ; degrees
    	        debris_time_bias         0.9
            	debris_velocity_range    5.5, 30.5
    	        debris_scale_range       0.4, 1.5
    	}
    }
    
    effect_set large_arrow_explode_set
    {
    	lod 1000
    	{
    		ballista_arrow_impact
    	}
    }
    
    effect_set fiery_boulder_set
    {
    	lod 1000
    	{
    		fiery_boulder
    		fiery_boulder_smoke
    	}
    }
    
    effect_set boulder_set
    {
    	lod 1000
    	{
    		boulder
    		boulder_dust
    	}
    }
    
    effect_set fiery_boulder_explosion_set
    {
    	lod 1000
    	{
    		fiery_boulder_dust_explosion3
    		fiery_boulder_explosion		
    		fiery_boulder_dust_explosion
    		fiery_boulder_dust_explosion2
    	}
    }
    
    effect_set boulder_explosion_set
    {
    	lod 1000
    	{
    		boulder_explosion_01
    		boulder_explosion_02
    		boulder_dust_explosion
    		boulder_dust_explosion2
    	}
    }
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; Fiery arrow
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    effect fiery_arrow
    {
    	type projectile
    	{
    		model		models_effects/flaming_arrow.cas
    		fade_time	0.01
    		sort_for_speed
    	}
    }
    
    effect fiery_arrow_no_additive
    {
    	type projectile
    	{
    		model		models_effects/flaming_arrow_noadd.cas
    		fade_time	0.01
    		sort_for_speed
    	}
    }
    
    effect fiery_arrow_smoke
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range      0.8, 0.4
    		initial_size	0.3, 0.4
    		age_range       0.1, 0.2
            grow_range	 	1, 1
    		velocity   		0.01, 0.9
    		colour     		55, 50, 47
    		alpha_max	   	100			 ; maximum alpha value
    		batched			
    		sort_bias		15
    		die_size		0.3, 0.4
    		fade_time		0.1
    		system_radius   20
    		max_particles   1500
    		
    		emitter distance
    		{
    			emitter_falloff_dist	500			; distance in meters to reduce emission over
    			emitter_falloff_bias	0.5
    			
    			density			2 	     ; how many particels per meter
    		}
    	}
    }
    
    effect fiery_arrow_explosion
    {
    	type explosion
    	{
    		; main explosion
    		model 				models_effects/flaming_arrow_impact.cas
    		anim_time			0.5
    		max_scale   			0.5
    		max_particle_scale 		2
    		scale_time_bias			0.9
    		alpha_time_bias			0.4
    
    		; debris
    		debris_model                             models_effects/debris.cas
            debris_num_particles     3
            debris_lifetime_range    2.2, 5.8
            debris_emit_angle        50               ; degrees
            debris_time_bias         0.97
            debris_velocity_range    4.5, 6.5
            debris_scale_range       0.1, 0.3
    	}
    }
    
    effect_set < 3 4 > fiery_arrow_set
    {
    	lod 1000
    	{
    		fiery_arrow
    		fiery_arrow_smoke
    	}
    }
    
    effect_set < 2 > fiery_arrow_set
    {
    	lod 1000
    	{
    		fiery_arrow_no_additive
    		fiery_arrow_smoke
    	}
    }
    
    effect_set < 0 1 > fiery_arrow_set
    {
    	lod 1000
    	{
    		fiery_arrow_no_additive
    	}
    }
    
    effect_set < 1 3 4 > fiery_arrow_explosion_set
    {
    	lod 1000
    	{
    		fiery_arrow_explosion		
    	}
    }
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; Fiery Ballista
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    effect fiery_ballista
    {
    	type projectile
    	{
    		model		models_effects/flaming_ballista.cas
    		fade_time	0.01
    	}
    }
    effect fiery_ballista_smoke
    {
    	type particle
     	{
    		texture			battlefield/fire/smoke0.tga
    
    		size_range      1.0, 1.5
    		initial_size    0.6, 0.8
    		age_range       0.1, 0.2
            grow_range	 	1, 1
    		velocity   		0.0, 0.9
    		colour     		55, 50, 47
    		alpha_max	   	100			 ; maximum alpha value
    		emitter distance
    		{
    			density			2 	     ; how many particles per meter
    		}
    	}
    }
    effect fiery_ballista_explosion
    {
    	type explosion
    	{
    		; main explosion
    		model 				models_effects/flaming_arrow_impact.cas
    		anim_time			0.5
    		max_scale   			1.2
    		max_particle_scale 		3.5
    		scale_time_bias			0.9
    		alpha_time_bias			0.4
    
    		; debris
            debris_model                             models_effects/debris.cas
            debris_num_particles     7
            debris_lifetime_range    2.2, 5.8
            debris_emit_angle        50               ; degrees
            debris_time_bias         0.97
            debris_velocity_range    6.5, 8.5
            debris_scale_range       0.2, 0.5
    	}
    }
    
    effect_set fiery_ballista_trail_set
    {
    	lod 1000
    	{
    		fiery_ballista
    		fiery_ballista_smoke
    	}
    
    }
    
    effect_set fiery_ballista_explosion_set
    {
    	lod 1000
    	{
    		fiery_ballista_explosion		
    	}
    }



    X 1 Install RTW and EB once again, from scratch
    X 2 Install using 7-zip rather than installer (your way should have worked)
    X 3 Download a map.rwm file and place it in eb/data/world/maps/base (requires both the disaster and Oppida permanent fixes)
    X 4 Add -nm to the shortcut
    X 5 Delete some interfering files that Vista hides in its bowels
    X 6 Run the validation tool to diagnose the problem
    X 7 Install the fixes linked in my sig
    X 9 Using RTW Gold? Try to uninstall everything and do not install BI
    X 10 Got an ATI Radeon X700 graphics card? Apparently some setting called "Support DXT textures format" is creating problems. Try to change this setting for the driver called "Support DXT textures format".

    That leaves _ 8 Add more swap space in Windows, and other technical measures you can take. There's a link there telling you how to do it. Please ask specific questions if there's something you do not understand.

    Having problems getting EB2 to run? Try these solutions.
    ================
    I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
    ================
    I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking

  3. #3
    Member Member Khazar_Dahvos's Avatar
    Join Date
    Feb 2007
    Location
    On a Navy ship
    Posts
    241

    Default Re: puzzling CTD

    Hey guess what Bovi it was Nero that was causing the CTD it changed all the TGA files for the maps to the Nero ones. So I uninstalled Nero and now it works.
    What pisses me off is that I had a hunch in the very beginning that Nero was causing all the trouble since it was working fine before My roomate installed it.
    Thanks for the help your little checklist helped me understand RTW-EB alittle bit more.

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