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Game causing lockup when flying


taddy5k
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Hello.

I asked around about my problem in game and was pointed here.

Game is causing a lockup that is only resolved through hard reset (powering off/on from power supply). Interestingly this happens only when flying and even then it seems to be very random. Sometimes I am able to fly slightly longer periods and sometimes I get locked while still on the runway. By lockup I mean screen going black, monitor powerled blinking (no output) and sound stuttering. Simply pressing reset causes motherboard to give error beep 1 long, 3 short ones which according to manual indicates "No VGA". However, powering down from power supply off and on resolves this.

I didn't have this problem with previous version as I know having played this game a year back with the same computer. I recently did a complete format of my system to upgrade Windows XP to Windows 7. The problem existed before the format and does so still, after complete reinstall of OS, drivers and game.

I believe the problem to be the same people are having in this post. Remember to read the links in the posts. So far any of their suggested solutions have not worked and it seems the posts have been long forgotten. Earlier I found this topic on the matter where I have explained the problem also.

My computer specifications are as follows:

OS: Windows 7 Home Basic with latest updates.

Processor: Intel Core 2 Quad Q9650 @ 3GHz

GPU: NVIDIA GeForce GTX 295

Soundcard: Sound Blaster X-Fi Xtreme Audio

Ram: 4 GB (ran memtest, no errors)

tl;dr version of problems:

- Lockup after random time after entering the game as a pilot of a plane. Only axis so far.

- Doesn't do that while playing any other role.

- Lockup: Screen goes black, monitor powerled blinks and sound stutters.

- Only way out is power off/on from power supply, simple reset causes MOBA to do one long and three short beeps indicating no VGA.

- Only happens in this game.

- Complete reinstall of system and game doesn't solve the problem.

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Rummaging through logs:

Playgate.0.log:

DebugMessage System Open.

I [Thu 1/01 02:36.46.196 infoMessages.cpp:46] infoInstallCallbacks: installing PLAY_INFO_CALLBACKS_X callbacks

I [Thu 1/01 02:36.46.196 infoMessages.cpp:49] infoInstallCallbacks: done

M [Thu 1/01 02:36.46.196 Playgate.cpp:338] Playgate version 1.1.9 Copyright© Playnet Inc, 2001-2009. Command Line:

I [Thu 1/01 02:36.46.196 registry.cpp:68] Path = D:\Games\CRS\BATTLE~1\

I [Thu 1/01 02:36.46.196 registry.cpp:68] CSIDL_PERSONAL = C:\Users\Jaakko\Documents\

I [Thu 1/01 02:36.46.196 registry.cpp:68] DataPath = C:\Users\Jaakko\Documents\Battleground Europe\

I [Thu 1/01 02:36.46.196 RegionSelect.cpp:268] No regions using US defaults

I [Thu 1/01 02:36.46.196 RegionSelect.cpp:275] Auto-selecting Playnet

I [Thu 1/01 02:36.46.196 RegionSelect.cpp:203] lookup(auth.playnet.com) gave 66.28.224.240

I [Thu 1/01 02:36.50.876 PlayerLogon.cpp:178] Login request "tadpole20"

I [Thu 1/01 02:36.51.329 PlayerLogon.cpp:185] Login reply [n]

I [Thu 1/01 02:36.54.761 ogl.cpp:693] size = 500

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Date and time: 10/3/2011 5:11:23

I [Thu 1/01 02:36.54.761 ogl.cpp:693] [NULL]

I [Thu 1/01 02:36.54.761 ogl.cpp:693] [NULL]

I [Thu 1/01 02:36.54.761 ogl.cpp:693] ChoosePixelFormat recommended #7

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Max pixel format is 126

I [Thu 1/01 02:36.54.761 ogl.cpp:693] There were 126 pixel formats

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Format #16, Version=1, Flags=0x8425, PixelType=RGB, ColorBits=32, R=8, G=8, B=8, A=8, AccumBits=64, R=16, G=16, B=16, A=16, DepthBits=24, StencilBits= 8

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Swap Copy

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Supports OpenGL

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Can draw to window

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Double buffered

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Deduced pixel format was #16

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Vendor: NVIDIA Corporation

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Version: 3.3.0 [50528256]

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Renderer: GeForce GTX 295/PCI/SSE2

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_depth_texture is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_fragment_program is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_imaging is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_multisample is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_multitexture is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_point_parameters is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_shadow is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_border_clamp is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_compression is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_cube_map is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_env_add is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_env_combine is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_env_crossbar is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_env_dot3 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_texture_mirrored_repeat is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_transpose_matrix is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_vertex_buffer_object is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_vertex_program is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ARB_window_pos is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ATI_draw_buffers is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ATI_texture_float is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_ATI_texture_mirror_once is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_env_add is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_abgr is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_bgra is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_blend_color is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_blend_func_separate is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_blend_minmax is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_blend_subtract is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_compiled_vertex_array is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_draw_range_elements is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_fog_coord is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_multi_draw_arrays is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_packed_pixels is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_point_parameters is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_rescale_normal is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_secondary_color is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_separate_specular_color is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_stencil_wrap is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture3D is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_compression_s3tc is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_cube_map is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_edge_clamp is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_env_combine is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_env_dot3 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_filter_anisotropic is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_lod is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_lod_bias is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_texture_object is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_EXT_vertex_array is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_IBM_rasterpos_clip is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_blend_square is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_copy_depth_to_color is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_depth_clamp is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_fence is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_fog_distance is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_light_max_exponent is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_multisample_filter_hint is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_occlusion_query is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_packed_depth_stencil is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_point_sprite is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_register_combiners is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_register_combiners2 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_texgen_reflection is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_texture_compression_vtc is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_texture_env_combine4 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_texture_rectangle is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_texture_shader is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_texture_shader2 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_texture_shader3 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_vertex_array_range is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_vertex_array_range2 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_vertex_program is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_NV_vertex_program1_1 is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_SGIS_generate_mipmap is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_SGIS_texture_lod is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_SGIX_depth_texture is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_SGIX_shadow is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] + GL_WIN_swap_hint is available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] upto 79 extensions available

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Number of compressed texture formats supported: 3

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Format 0: DXT1 - RGB (0x000083f0)

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Format 1: DXT3 - RGBA (0x000083f2)

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Format 2: DXT5 - RGBA (0x000083f3)

I [Thu 1/01 02:36.54.761 ogl.cpp:693] Compressed Textures: 3

Debug Message System Closed.

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WW2_Log:

Thu Jan 01 02:37:03 1970 network election of 2 addresses: 66.28.224.143:468ms. 209.144.109.143:577ms. Winner: 66.28.224.143

[Thu Jan 01 02:38:20 1970] Netcode2:66.28.224.145 Opening 66.28.224.145...

[Thu Jan 01 02:38:20 1970] Netcode2:66.28.224.145 Opened

[Thu Jan 01 02:38:21 1970] Netcode2:66.28.224.145 Established

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I had exactly the same issue as you. Money fixed it.

1. Have you taken out your gfx card and given it a good clean (buy a can of air and blow-clean it, if you are worried about firking around with a LITTLE, soft brush)?

2. Look in Windows Support Forum ... There is a post about NVIDIA Settings ("Quest for playable frame rates"). Because we know those settings are good, mirror them and see what happens.

3. I'm not saying this is your answer, I'm saying it was mine.

I tested by running Half Life 2. It would crash in exactly the same way (if I left it running long enough). Monitor go blank, sound stutter, only answer was hard reset.

(NOTE: Have you disabled the HD Sound stuff - in Windows Control Panel - that is on your gfx card??!) - I did not have this feature on my old card (9800GT) but I do - and have disabled - on my new one (gtx460SE).

Do you get this behaviour in any other game? Do you have one to test that will quickly stress your setup? If you do, get that done. My HL2 tests convinced me it was my card gone bad.

Luckily the GTX460 did not break the bank and gives me great performance (in other games, as well as this) for the amount I paid (I'm in Oz, so no point in me quoting ... www.newegg.com assuming you're in the States). I have experienced no similar issues since I swapped out my old card.

(The GTX 295 is still a decent card ... so there should be no problem with it running the game ... But cards go bad, dust/dirt ruins them ... Like women, I think the moon is sometimes in the wrong phase ;) ... You name it, it might be your hardware packing in)

Edited by branko
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So far HL2 hasn't crashed and honestly I don't believe it will. There has to be a faster way to duplicate it on other games. Did it crash if you left it in the background? I really wouldn't want to spend all day playing through HL2 again..

This problem has not appeared on any other games so far.

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So far HL2 hasn't crashed and honestly I don't believe it will. There has to be a faster way to duplicate it on other games. Did it crash if you left it in the background? I really wouldn't want to spend all day playing through HL2 again..

This problem has not appeared on any other games so far.

It would crash on about 10 minutes of play ... Sometimes more, sometimes a bit less, depending how intensive the level was. If you have them unlocked, try the battle with the big walker/tripod things ... I'd get black screen in a couple of minutes on that.

However, if you aren't getting the black screen in HL2 ... then I would say your card is all OK. Might be worth taking it out and cleaning it ... but if you can play HL2 (whichever level) for a comparable time to your time in WWIIOL, before black-screen, then I don't think you have a hardware problem

(Sorry - it was worth a go ... you get exactly same as I did, but the hardware failure showed up in HL2 for me ...)

I can find no other recent posts with your problem ... I don't suppose you have another gfx card you can substitute in and see if the problem persists? Even if it is old (but still in system requirements) it would be a good test.

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Well thanks for the help anyway. I don't have other card since I gave it away. I am not going to buy one either as this has served me very well so far and should do so in the future. Skyrim makes me nervous though :). I might buy completely new system in a year from now on depending on the performance of current system.

I am currently running the game on the settings suggested at that FPS topic but I haven't gotten around flying yet so I don't know the results yet. If it continues to crash, I'm afraid it's goodbye WW2 for me at least until I get new system.

It certainly does sound like overheating/GFX problem, but the funny thing is I don't get this with any other games that are ways heavier than WW2BG:E. EVE Online interiors is one good example as I can hear the GPU fan speeding up, though the temperature is still just fine, around 70 degrees Celsius.

And even if it was overheating, I have system monitor that would cause my motherboard/bios to give message about it during system check.

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By lockup I mean screen going black, monitor powerled blinking (no output) and sound stuttering. Simply pressing reset causes motherboard to give error beep 1 long, 3 short ones which according to manual indicates "No VGA". However, powering down from power supply off and on resolves this.

This indicates a GPU going bad or possibly over heating. Have you opened the case and checked the fan? Is it spinning or full of dust? Try running some benchmark software like 3D Mark on Extreme Preset and see if it can reproduce.

Do you know anyone you can bum a card from to try? I'm all but certain that is the issue.

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Like GOPHUR I almost guarantee what you are experiencing is an overheating GFX card due to dust build up or a faulty fan.

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