Game crash when changing camera view

Posted by carpetburn 
Game crash when changing camera view
Date: March 30, 2010 06:52PM
Posted by: carpetburn
When I press left arrow to give a more tv like view of a race, my game crashes. Any solutions? Oh and for some reason the Lotus and Virgin car livery's aren't working properly, I got the Lotus one working thanks to a friend earlier when only Lotus was put on the cars.wd but once I update the cars.wad with all the 2010 teams the Lotus and Virgin livery's go haywire.



The Log thing I get from GPxPatch (for the crash) is this:

Starting log
GPxPatch version: 3.93
GPx version detected: decrypted GP4 v1.02
Verbosity level is 1
OS version info: Windows XP Service Pack 2 build 2600
Total physical memory: 1023 MB (free: 1023 MB)
Debugging GP4.exe
Process will run on CPU 0 only
Waiting for debug events...
Debug event: CREATE_PROCESS_DEBUG_EVENT
Entry point = 0x005ddec6
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x77b88b2e
Exception flags: 0x00000000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x005ddec6
Exception flags: 0x00000000
Injecting DLL loading code...
Injection succesful
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D Constructor!
>> Starting WinMain
>> WM_ACTIVATE (active)(not minimized)
>> Game thread into win95_startup(0)
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000230
Start address = 0x77ba5e58
Thread local base = 0x7ffde000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000248
Start address = 0x77ba5e58
Thread local base = 0x7ffdc000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000258
Start address = 0x77ba5e58
Thread local base = 0x7ffdb000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000290
Start address = 0x77ba5e58
Thread local base = 0x7ffdb000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> MMX Enabled
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000002cc
Start address = 0x77ba5e58
Thread local base = 0x7ffdc000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000002d0
Start address = 0x77ba5e58
Thread local base = 0x7ffdb000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000002d4
Start address = 0x77ba5e58
Thread local base = 0x7ffda000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000314
Start address = 0x77ba5e58
Thread local base = 0x7ffd9000
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> nvd3dum.dll>>
>> NVIDIA GeForce 9600M GT >>
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 848 x 480 (format 22) confirmed
>> Device mode 960 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1280 x 800 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 720 x 480 (format 23) confirmed
>> Device mode 720 x 576 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 848 x 480 (format 23) confirmed
>> Device mode 960 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 800 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 848 x 480 (format 22) confirmed
>> Device mode 960 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1280 x 800 (format 22) confirmed
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 720 x 480 (format 23) confirmed
>> Device mode 720 x 576 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 848 x 480 (format 23) confirmed
>> Device mode 960 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 800 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 848 x 480 (format 22) confirmed
>> Device mode 960 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1280 x 800 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 720 x 480 (format 23) confirmed
>> Device mode 720 x 576 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 848 x 480 (format 23) confirmed
>> Device mode 960 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 800 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 720 x 480 (format 22) confirmed
>> Device mode 720 x 576 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 848 x 480 (format 22) confirmed
>> Device mode 960 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1280 x 800 (format 22) confirmed
>>
Win95_Startup : 640 x 480
>>
win95_initialiseD3D : 640 x 480
>> Initialize3DEnvironment(640 x 480 TNL:1)
>> Initialize3DEnvironment() - Requested width x height x format found in mode list
>> Puredevice set
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
>> D3DDevice created = >> HAL (hw vp): NVIDIA GeForce 9600M GT >>
>>
GP_win95 :: Running gfx at 32/24 bit
>> win95_startup() - Initialize3DEnvironment ok

Debug event: LOAD_DLL_DEBUG_EVENT
>> No joysticks found
>> Game thread finishing win95 startup(0)
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000348
Start address = 0x77ba5e58
Thread local base = 0x7ffd8000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000358
Start address = 0x77ba5e58
Thread local base = 0x7ffd7000
>> Bink init completed
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
>>
D3DDevice GetInfo Results [CONSTRUCTOR]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> Allocated 40000 bytes for animation replay storage.
>>
D3DDevice GetInfo Results [Leaving D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000374
Start address = 0x77ba5e58
Thread local base = 0x7ffd6000
>> Menu Event List Not Cleared - Not enough room in F1 Event table
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000378
Start address = 0x77ba5e58
Thread local base = 0x7ffd4000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000037c
Start address = 0x77ba5e58
Thread local base = 0x7ffd5000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000380
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000384
Start address = 0x77ba5e58
Thread local base = 0x7ffaf000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000388
Start address = 0x77ba5e58
Thread local base = 0x7ffae000
>> **************************
*
* Font Created!
*
************************
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> **************************
*
* Font Created!
*
************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000380
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000388
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000388
Start address = 0x77ba5e58
Thread local base = 0x7ffdc000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000388
Start address = 0x77ba5e58
Thread local base = 0x7ffdc000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000388
Start address = 0x77ba5e58
Thread local base = 0x7ffdc000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000388
Start address = 0x77ba5e58
Thread local base = 0x7ffdc000
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000002cc
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> D3D_InitialiseGameFromMenus()

Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000380
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D_InitialiseGameFromMenus() ok

>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> GPAudio::To3D()
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> CGP4CARSHADER::REGISTERSHADER : 2PASS DUAL-TEXTURE METHOD
>>
HazeManager : Autosize for backbuffer width 640 [256 x 256]
>>
>> * A generic error occured while exporting this mesh
>> CGP4Cockpit::LoadMesh() No object found for name - Left_mirror

>> CGP4Cockpit::LoadMesh() No object found for name - Right_mirror

>> *WARNING* Emissive material via illuminated diffuse
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
SETTING OBJECT CLASS FLAGS
>> DONE.

>> CSkyDome::CreateSkyVertexBuffers() - ok

>> Applying smoothing to action looped segment.
>> Applying smoothing to action looped segment.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> ************************************>> time : 201
>> Importing scene scripts.
>> **WARNING** D3D_DrawLoadProgress() called more than expected :: Increase gsMaxProgress in hw_io.cpp
>>
D3DDevice GetInfo Results [Leaving D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> ANIM: Entering a new session - creating animation variable storage.
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>>
InitTimers()
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000388
Start address = 0x77ba5e58
Thread local base = 0x7ffdc000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000374
Start address = 0x77ba5e58
Thread local base = 0x7ffd6000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000380
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>>
D3DDevice GetInfo Results [Entering D3D_GameToMenuUnInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Leaving D3D_GameToMenuUnInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000037c
Start address = 0x77ba5e58
Thread local base = 0x7ffd5000
>> Setting MenuEventCurrentScreenID
>> **************************
*
* Font Created!
*
************************
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> D3D_InitialiseGameFromMenus()

Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000398
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D_InitialiseGameFromMenus() ok

>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> GPAudio::To3D()
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> CGP4CARSHADER::REGISTERSHADER : 2PASS DUAL-TEXTURE METHOD
>>
HazeManager : Autosize for backbuffer width 640 [256 x 256]
>>
>> * A generic error occured while exporting this mesh
>> CGP4Cockpit::LoadMesh() No object found for name - Left_mirror

>> CGP4Cockpit::LoadMesh() No object found for name - Right_mirror

>> *WARNING* Emissive material via illuminated diffuse
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
Extending Material bin
>>
SETTING OBJECT CLASS FLAGS
>> DONE.

>> CSkyDome::CreateSkyVertexBuffers() - ok

>> Applying smoothing to action looped segment.
>> Applying smoothing to action looped segment.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> ************************************>> time : 125
>> Importing scene scripts.
>> **WARNING** D3D_DrawLoadProgress() called more than expected :: Increase gsMaxProgress in hw_io.cpp
>>
D3DDevice GetInfo Results [Leaving D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000037c
Start address = 0x77ba5e58
Thread local base = 0x7ffd5000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000003ac
Start address = 0x77ba5e58
Thread local base = 0x7ffaf000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000003ac
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000003ac
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000003ac
Start address = 0x77ba5e58
Thread local base = 0x7ffd3000
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x77b88b2e
Exception flags: 0x00000000
Exception code: EXCEPTION_BREAKPOINT
Registers:
EAX=7FFD3000 ECX=00000000 ESI=00000000
EBX=00000000 EDX=77BCC964 EDI=00000000
CS:EIP=001B:77B88B2F
SS:ESP=0023:24C4FF5C EBP=24C4FF88
DS=0023 ES=0023 FS=003B GS=0000
Flags=00000246
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x005e0592
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x00000001
Debug event: EXCEPTION_DEBUG_EVENT
Unhandled exception
Exception address: 0x005e0592
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x00000001
Stack trace:
005E0592: Program Files\Infogrames\Grand Prix 4\GPxPatch.exe! <no symbol>
005DB0B6: Program Files\Infogrames\Grand Prix 4\GPxPatch.exe! <no symbol>
004C2AA3: Program Files\Infogrames\Grand Prix 4\GPxPatch.exe! <no symbol>
004BD06D: Program Files\Infogrames\Grand Prix 4\GPxPatch.exe! <no symbol>
0412A940: <no module><no symbol>
03FCAC20: <no module><no symbol>
04124D90: <no module><no symbol>
Registers:
EAX=00000001 ECX=00000001 ESI=7FFFFFFE
EBX=00000073 EDX=7FFFFFFF EDI=0065EFF1
CS:EIP=001B:005E0592
SS:ESP=0023:0012EDEC EBP=0012F040
DS=0023 ES=0023 FS=003B GS=0000
Flags=00010206
Stack dump:
0012edec: 00000006 0b3410e8 0b3409c8 00000073 '......4...4.s...'
0012edfc: 00000001 0004d904 01070505 0004d910 '................'
0012ee0c: 00000000 0004d900 00000000 0004d6c0 '................'
0012ee1c: 0605040c 0004d6c4 0a090807 0004d6ac '................'
0012ee2c: 0000000c 0008d650 000ff00f 00000000 '....P...........'
0012ee3c: 0008cdd0 050c1000 050c1000 05aa7780 '.............w..'
0012ee4c: 050c1000 05aa6d40 050c1000 10009220 '....@m...... ...'
0012ee5c: 10009233 05aa7180 80000001 0000ffff '3....q..........'
0012ee6c: 1032d3cd 00000001 00000000 00000000 '..2.............'
0012ee7c: 1032cf63 00000000 050cb7e4 050c1000 'c.2.............'
0012ee8c: 050c1000 00000000 1032d4a1 00000007 '..........2.....'
0012ee9c: 06556990 050c1000 05afa300 101ceee9 '.iU.............'
0012eeac: 0000ffff 05afa300 05afa300 050c1000 '................'
0012eebc: 00000009 05946040 00000000 00000000 '....@`..........'
0012eecc: 00a66440 00000000 00000000 00000039 '@d..........9...'
0012eedc: 050c1000 05972f40 06556a30 05afa300 '....@/..0jU.....'
0012eeec: 101cf109 050c1000 05afa300 050c1000 '................'
0012eefc: 05afa300 050c1000 050c1000 050af628 '............(...'
0012ef0c: 0012ef54 05946040 7e100000 a4500180 'T...@`.....~..P.'
0012ef1c: 7e200200 00000000 7e080010 7e080010 '.. ~.......~...~'
0012ef2c: 7e080010 7e080010 7e080010 7e080010 '...~...~...~...~'
0012ef3c: 7e080010 7e080010 7e080010 7e080010 '...~...~...~...~'
0012ef4c: 7e080010 7e080010 05946040 05afa300 '...~...~@`......'
0012ef5c: 1024c6c1 050c1000 000000a2 05afa300 '..$.............'
0012ef6c: 050c1000 05afa300 00000036 1024c7c8 '........6.....$.'
0012ef7c: 050c1000 1024c7e6 050c1000 00000012 '......$.........'
0012ef8c: 00000004 0012efcc 10206e25 050c1000 '........%n .....'
0012ef9c: 00000036 03fcac24 04084660 00000000 '6...$...`F......'
0012efac: 00000000 6a1cd3f7 050c1000 0012efcc '.......j........'
0012efbc: 00000000 03fcac20 03fcac24 00000000 '.... ...$.......'
0012efcc: 00000004 00000000 00000036 6a1bcbf4 '........6......j'
0012efdc: 0012f020 6a1b79b0 0600ca80 00000004 ' ....y.j........'
0012efec: 00000000 00000036 00000000 00000000 '....6...........'
0012effc: 00865c14 00000036 03fcac24 00000000 '.\..6...$.......'
0012f00c: 00000000 00000007 0012f030 00000000 '........0.......'
0012f01c: 00000000 00000000 00000000 00000000 '................'
0012f02c: 00000002 ffffffff 00000001 00000001 '................'
0012f03c: 00000000 0012f078 005db0b6 0012f058 '....x.....].X...'
0012f04c: 0065eff1 0012f090 0b3410e8 0012f0c6 '..e.......4.....'
0012f05c: 7ffffffd 0012f0c4 00000042 00000000 '........B.......'
0012f06c: 00000008 00670728 00000006 00000008 '....(.g.........'
0012f07c: 004c2aa3 0012f0c4 0065efec 00000073 '.*L.......e.s...'
0012f08c: 00000001 0012f0ac 00000020 00000000 '........ .......'
0012f09c: 0b3409c8 00000000 00000000 00000002 '..4.............'
0012f0ac: 75686373 6863616d 3f007265 03fcac24 'schumacher.?$...'
0012f0bc: 00000000 be30bb6c 62642073 006c6c75 '....l.0.s dbull.'
0012f0cc: 6a2500c8 00000001 00000000 04124d90 '..%j.........M..'
0012f0dc: 004bd06d 04124d90 0049c544 75023320 'm.K..M..D.I. 3.u'
0012f0ec: 00000001 00a4fc48 00000000 00000000 '....H...........'
0012f0fc: 00230380 3f17ced9 00000004 c308ec75 '..#....?....u...'
0012f10c: 400260d2 c44bfedf 0000005c 00000000 '.`.@..K.\.......'
0012f11c: bec1fddf bf63e0df 3e819a84 0c50d920 '......c....> .P.'
0012f12c: 00000018 3fc99999 02000000 00000000 '.......?........'
0012f13c: 3e964b5e 3e9d5b7d 3f1d5b7d 00000000 '^K.>}[.>}[.?....'
0012f14c: bc1550b0 3c0e9cf8 3c8e9cf8 00000000 '.P.....<...<....'
0012f15c: be9d49c7 3e963a72 3f163a72 00000000 '.I..r:.>r:.?....'
0012f16c: 3effffff 00000000 00000000 3f7fffff '...>...........?'
0012f17c: 3f30d123 00000000 3f392057 00000000 '#.0?....W 9?....'
0012f18c: bcafaa38 3f7fe32c 3ca7c7ba 00000000 '8...,..?...<....'
0012f19c: bf390b80 bcf2ea95 3f30bd3a 00000000 '..9.....:.0?....'
0012f1ac: 00000000 00000000 00000000 3f7fffff '...............?'
0012f1bc: 00000023 264c0590 00000000 00000000 '#.....L&........'
0012f1cc: 00000280 000001e0 77bbb87d 264be538 '........}..w8.K&'
0012f1dc: 264be538 00000023 3e30a781 3cf2ea99 '8.K&#.....0>...<'
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_PROCESS_DEBUG_EVENT
Process exit code = -1073741819
Re: Game crash when changing camera view
Date: March 30, 2010 06:55PM
Posted by: NickJW
you drove schumacher?
0012f0ac: 75686373 6863616d 3f007265 03fcac24 'schumacher.?$...'
0012f0bc: 00000000 be30bb6c 62642073 006c6c75 '....l.0.s dbull.'
0012f0cc: 6a2500c8 00000001 00000000 04124d90 '..%j.........M..'
0012f0dc: 004bd06d 04124d90 0049c544 75023320 'm.K..M..D.I. 3.u'

maybe his helmet is screwed in the game???

PC:

Laptop:

Twitter: MisterShine13
Re: Game crash when changing camera view
Date: March 30, 2010 07:00PM
Posted by: carpetburn
NickJW Wrote:
-------------------------------------------------------
> you drove schumacher?
> 0012f0ac: 75686373 6863616d 3f007265 03fcac24
> 'schumacher.?$...'
> 0012f0bc: 00000000 be30bb6c 62642073 006c6c75
> '....l.0.s dbull.'
> 0012f0cc: 6a2500c8 00000001 00000000 04124d90
> '..%j.........M..'
> 0012f0dc: 004bd06d 04124d90 0049c544 75023320
> 'm.K..M..D.I. 3.u'
>
> maybe his helmet is screwed in the game???

-------------------------------------------------------------------------------

I was riding onboard with him when I triggered the crash (I choose 0 drivers, was just watching)
Re: Game crash when changing camera view
Date: March 30, 2010 07:02PM
Posted by: NickJW
ok and to wich camera position did you switched?

PC:

Laptop:

Twitter: MisterShine13
Re: Game crash when changing camera view
Date: March 30, 2010 07:03PM
Posted by: carpetburn
NickJW Wrote:
-------------------------------------------------------
> ok and to wich camera position did you switched?


-----------------------------------------------------------------------

I pressed left arrow which changes to a more TV like position (ie out of the cockpit)
Re: Game crash when changing camera view
Date: March 30, 2010 07:27PM
Posted by: Bigbrother
>> * A generic error occured while exporting this mesh
>> CGP4Cockpit::LoadMesh() No object found for name - Left_mirror

>> CGP4Cockpit::LoadMesh() No object found for name - Right_mirror

>> *WARNING* Emissive material via illuminated diffuse
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh
>>
>> * A generic error occured while exporting this mesh

I think there is a car in your wad that is not good working !
Re: Game crash when changing camera view
Date: March 30, 2010 07:34PM
Posted by: carpetburn
Bigbrother Wrote:
-------------------------------------------------------
> >> * A generic error occured while exporting this
> mesh
> >> CGP4Cockpit::LoadMesh() No object found for
> name - Left_mirror
>
> >> CGP4Cockpit::LoadMesh() No object found for
> name - Right_mirror
>
> >> *WARNING* Emissive material via illuminated
> diffuse
> >>
> >> * A generic error occured while exporting this
> mesh
> >>
> >> * A generic error occured while exporting this
> mesh
> >>
> >> * A generic error occured while exporting this
> mesh
>
> I think there is a car in your wad that is not
> good working !


------------------------------------------------------------------

Hmm I'd imanige that would be the Lotus or Virgin car, but I just fired it up again and they were working fine now lol. I have no idea why it's crashing at all tbh, I took all the cars out of my wad and put the default one back in except put Lotus in it (and Lotus was working fine) but it still crashed
Re: Game crash when changing camera view
Date: March 30, 2010 07:38PM
Posted by: NickJW
then put the cars one for one in the wad. if you put a car in it test it and so on. then you will get the car wich crashes;-)

PC:

Laptop:

Twitter: MisterShine13
Re: Game crash when changing camera view
Date: March 30, 2010 07:44PM
Posted by: carpetburn
NickJW Wrote:
-------------------------------------------------------
> then put the cars one for one in the wad. if you
> put a car in it test it and so on. then you will
> get the car wich crashes;-)

----------------------------------------------------------

alrite mate, I'll have a bash
Re: Game crash when changing camera view
Date: March 30, 2010 07:53PM
Posted by: carpetburn
Just tried that, got rid of my 2010 folder and replaced my cars.wad with the default one and it still crashed on that particular camera
Re: Game crash when changing camera view
Date: March 30, 2010 08:00PM
Posted by: NickJW
than its an bug in the camera

contact the original author to inform him of the bug

PC:

Laptop:

Twitter: MisterShine13
Re: Game crash when changing camera view
Date: March 30, 2010 08:19PM
Posted by: carpetburn
NickJW Wrote:
-------------------------------------------------------
> than its an bug in the camera
>
> contact the original author to inform him of the
> bug

-----------------------------------------------------------

its a default camera angle unless I managed to edit it somehow
Re: Game crash when changing camera view
Date: March 30, 2010 08:36PM
Posted by: msater
Was it an original track or a modded track?



Order a giffgaff SIM from my link and get £5 credit, free!
Season 1 and Season 3 GPGSL World Champion!
Member of CTDP - Cars Tracks Development Program - 3D Carshaper
Re: Game crash when changing camera view
Date: March 30, 2010 08:42PM
Posted by: carpetburn
msater Wrote:
-------------------------------------------------------
> Was it an original track or a modded track?


-----------------------------------------------------------

Original track, all I've edited is adding the 2010 drivers, cars etc
Re: Game crash when changing camera view
Date: March 31, 2010 07:23AM
Posted by: carpetburn
This is an example of the view I try to change to but my game crashes, just grabbed this off google images:


Re: Game crash when changing camera view
Date: March 31, 2010 07:48AM
Posted by: mortal
I would do a fresh install, that will clean up the default camera issue. Once you have done that, and tested ok, then you can concentrate on one for one cars.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Game crash when changing camera view
Date: March 31, 2010 08:06AM
Posted by: carpetburn
mortal Wrote:
-------------------------------------------------------
> I would do a fresh install, that will clean up the
> default camera issue. Once you have done that, and
> tested ok, then you can concentrate on one for one
> cars.


-----------------------------------------------------------------

ok I'll try that and post what happens
Re: Game crash when changing camera view
Date: March 31, 2010 09:10AM
Posted by: carpetburn
Just reinstalled and when I do a quickrace there is no sound and the flag waving in the crowd etc is very slow and jumpy, and then the game crashes a minute or so later :|

Maybe I'm just destined not to play this game haha
Re: Game crash when changing camera view
Date: March 31, 2010 11:36AM
Posted by: mortal
Please post your system specs.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Game crash when changing camera view
Date: March 31, 2010 12:25PM
Posted by: carpetburn
mortal Wrote:
-------------------------------------------------------
> Please post your system specs.


-----------------------------------------------------------

I think it was just a problem with my comp, fired up a restart and it went back to normal.

I updated my first car skin which was a Lotus (which works fine on a mates GP4) and when I go to TV view it crashes. Bit confusing.
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