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StepMania SSC

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Post #101 · Posted at 2011-03-15 09:00:29pm 13.1 years ago

Offline bmhedgehog
bmhedgehog Avatar Banned+
3,136 Posts
Not Set
Reg. 2008-07-13

"BANNED"
This post will appear on the next page!

Thanks AJ. Now its starting to feel like an arcade game.

Post #102 · Posted at 2011-03-28 08:07:00am 13 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
sm-ssc v1.2.4 has been released!

The notable features of this release:
* #WARPS tag added to the .ssc file format, with Negative BPM, Negative Stops, and Infinite BPMs being converted. (Note: Not every simfile using Negative BPMs/Stops will be perfect.)
* Improved BMS support, courtesy of theDtTvB.
* The crash on ScreenEvaluation for themes that use the Stats (e.g. ultralight, NAKET Coder Revolution X) has been fixed.
* The bug where Steps would disappear after backing out in Edit/Practice has been fixed.

Grab it from the downloads section of the Google Code project page.

Changelog
Quote
sm-ssc v1.2.4 | 20110327
--------------------------------------------------------------------------------

20110313
--------
* [NotesWriterSM] Allow for either the #DESCRIPTION or #CREDIT tags to be used
for the .sm format's description token. [Wolfman2000]
* [ScreenEdit] Add Tap Note Cycling to allow inputting all of the taps. Use the
n and m keys to switch between taps, mines, lifts, and fakes. The way to make
holds and rolls are still the same as before; hold 1-0 (plus shift for rolls)
and then drag up or down as needed. [Wolfman2000]

20110316
--------
* [NotesLoaderSMA] Allow for preliminary support of loading SMA files. This
will become better once Split Timing is in place. [Wolfman2000]
* [NotesLoaderBMS] Improve BMS loading: [theDtTvB]
* Ignore time signatures before the notes for the steps to be more
synchronized.
* Load BPM changes properly. Many songs with BPM changes no longer freeze.
* [Player] Stop playing the keysound when letting go of hold notes. [theDtTvB]
* [NoteDataUtil] Make keysounded notes that can't be inserted when reducing
number of tracks autokeysound, means less missing sounds when playing
7-key BMS on dance-single. [theDtTvB]

20110317
--------
* [ScreenEdit] Fix bug number 222, where Steps disappeared if they weren't
saved. [AJ, Wolfman2000]
* [ScreenOptionsEdit] Fix bug number 186, where people could try to edit or
share songs when they didn't have any. [Wolfman2000]
* [ScreenEdit] Add a metric to switch Ctrl+Up and Ctrl+Down. This is for
easier compatibility with prior versions of SM. It defaults to false.
[Wolfman2000]
* [ScreenEdit] Fix bug number 65, where Steps disappeared if they were
involved with the Compress or Expand options. [Wolfman2000]

20110320
--------
* [PlayerOptions] Added SetNoteSkin(string) Lua binding. [AJ]
* [PlayerOptions] Tons of new Lua bindings. See the Lua documentation for all
of them, there's too many to print here. [AJ]

20110326
--------
* [NotesLoaderSM, NotesWriterSSC] Officially add the #WARPS tag. The negative
tricks of the past are now officially standardized. Please tell us about
files which have broken sync or are otherwise unplayable/incorrect.
[AJ, theDtTvB, Wolfman2000]

20110327
--------
* Fix Gameplay Footer not showing up over arrows. [AJ]

Post #103 · Posted at 2011-03-28 08:44:04am 13 years ago

Offline AeronPeryton
AeronPeryton Avatar Member+
4,338 Posts
Japan
Reg. 2007-03-03

"Give me a steady beat."
Awesome.

Post #104 · Posted at 2011-05-02 05:09:01am 12.9 years ago

Offline bmhedgehog
bmhedgehog Avatar Banned+
3,136 Posts
Not Set
Reg. 2008-07-13

"BANNED"
New Question

can SSC support more than one cdtitle for any song? er what I mean is can it display more than one cdtitle?

Post #105 · Posted at 2011-05-02 08:32:28am 12.9 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
no. probably never will, either; I don't see a point for it.

_____________________________________________

sm-ssc v1.2.5 has been released. The plan is for this to be the last release of sm-ssc unless some really crazy bug was introduced in v1.2.5.

Download it from http://code.google.com/p/sm-ssc/downloads/

Changelog
Quote
20110329
--------
* [ScreenEdit] Changed sample playback button to L. [AJ]
* [ScreenGameplay] Announcers say combo messages again. [AJ]

20110402
--------
* Fix a crash (issue 247) when exiting Practice mode from dance-solo, dance-threepanel, and popn-nine (all of which can only have one player). If you find any other modes this crashes on, let us know. [AJ]

20110405
--------
* [ScreenEdit] Allow modifying the #DISPLAYBPM traits in the editor. Look in Edit Song Info to find it. [Wolfman2000]

20110413
--------
* [ScreenSelectMusic] Made score frame into an AutoActor, changed the filename from "score frame p1" to "ScoreFrame P1" for consistency with other elements. [AJ]

20110416
--------
* [PlayerOptions] Added UsingReverse() Lua binding (automatically tests GetReverse() == 1) [AJ]
* [PlayerState] Added GetCurrentPlayerOptions() Lua binding [AJ]

20110420
--------
* [CourseContentsList] Fix a crash. [AJ]

20110421
--------
* [ScreenSelectMusic] Changed "Percent Frame p1" to "PercentFrame P1" for consistency. [AJ]
* [LifeMeterBattery] Convert Frame to an AutoActor. [AJ]
* [ScreenEvaluation] Added RollingNumbersClass metric, allowing for the ability to change which RollingNumbers class is loaded. [AJ]
* [ScreenGameplay] Added SongNumberFormat metric. [AJ]

20110422
--------
* [Banner] Added ScrollSpeedDivisor metric; controls the scroll speed of Random/Roulette banners. [AJ]
* [FadingBanner] Added BannerRoulette, BannerRandom, and Banner(Custom Item Name) commands. [AJ]

20110423
--------
* [CourseLoaderCRS] Fixed loading of Player's Best/Most Played courses, probably others too. [AJ]
* [ScreenGameplaySyncMachine] Fixed a crash when entering ScreenGameplaySyncMachine as Player 2. (Fixes issue 127) [AJ]
* [ScreenOptionsEditCourse] Fixed a crash when going to the first row. (Fixes issue 235) [AJ]
* [SongManager] Added GetCourseGroupNames Lua binding. [AJ]

20110428
--------
* [BeginnerHelper] Various changes: [AJ]
* Changed Player_#X/Y metrics to Player#X/Y metrics for consistency.
* Converted the background to an AutoActor.
* [BPMDisplay] Added SetFromSong Lua binding. [AJ]

20110430
--------
* [ScreenOptions] Renamed "ScreenOptions LineHighlight" to "ScreenOptions LineHighlight P#", making it load per-player. [AJ]
* [OptionRow] Added Text param to RefreshMessageCommand. [AJ]
* [ScreenOptions] Added SelectMultipleMessageCommand, ChangeValueMessageCommand. [AJ]
* [UnlockEntry] Added GetCourse, GetCode Lua bindings. [AJ]
* [UnlockManager] Added UnlockRequirement_NumUnlocked enum. [AJ]
* [Song] Added Origin (#ORIGIN tag in .ssc) [AJ]
* [UnlockManager] Added GetPoints(UnlockRequirement), GetPointsForProfile(Profile,UnlockRequirement) Lua bindings. [AJ]
* [Course] Added #SCRIPTER tag and GetScripter Lua binding. [AJ]

Post #106 · Posted at 2011-05-02 11:14:34am 12.9 years ago

Offline AeronPeryton
AeronPeryton Avatar Member+
4,338 Posts
Japan
Reg. 2007-03-03

"Give me a steady beat."
Quote: bmhedgehog
can SSC support more than one cdtitle for any song? er what I mean is can it display more than one cdtitle?

Quote: AJ 187
no. probably never will, either; I don't see a point for it.

Some DDR games actually did this. Showed one, *flip* showed a second, *flip* back to the first.

Post #107 · Posted at 2011-05-02 11:32:20am 12.9 years ago

Offline mageman17
mageman17 Avatar Member
2,102 Posts
Philippines
Reg. 2008-06-15

"MAGGLE"
Quote: AJ 187
no. probably never will, either; I don't see a point for it.

_____________________________________________

sm-ssc v1.2.5 has been released. The plan is for this to be the last release of sm-ssc unless some really crazy bug was introduced in v1.2.5.

Download it from http://code.google.com/p/sm-ssc/downloads/

I'll be trying this out later. If "it" happens again, I'll tell you.
http://i.imgur.com/wX5XjLU.png

Thank you so much, Lord Toon!

Post #108 · Posted at 2011-05-02 01:08:34pm 12.9 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
Quote: AeronPeryton
Quote: bmhedgehog
can SSC support more than one cdtitle for any song? er what I mean is can it display more than one cdtitle?

Quote: AJ 187
no. probably never will, either; I don't see a point for it.

Some DDR games actually did this. Showed one, *flip* showed a second, *flip* back to the first.

Hmm, which games and which songs?

Post #109 · Posted at 2011-05-02 01:53:55pm 12.9 years ago

Offline AeronPeryton
AeronPeryton Avatar Member+
4,338 Posts
Japan
Reg. 2007-03-03

"Give me a steady beat."
I know for sure DDR Best Hits did it, switches between the typical CD Title and the mix a song first appeared on.

http://www.youtube.com/watch?v=cPi6hyHGcqk#t=100s (Video can't be embedded)

Also...

Quote: AJ 187
The plan is for this to be the last release of sm-ssc

Implying that all future releases will be as StepMania 5?

Post #110 · Posted at 2011-05-02 07:32:23pm 12.9 years ago

Offline SKAR2254
SKAR2254 Avatar Member
12 Posts
Indonesia
Reg. 2010-01-16

"Netural"
There are some issues in this version. When i played a song with higher bpm such Pluto Relinquish it crashed and i playing a song with normal bpm song during the mid-time it crashed too.On random movie some video are not readed and blank in sm-ssc v1.2.5

Post #111 · Posted at 2011-05-02 11:48:31pm 12.9 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
Quote: AeronPeryton
Implying that all future releases will be as StepMania 5?

yes.

Quote: SKAR2254
There are some issues in this version. When i played a song with higher bpm such Pluto Relinquish it crashed and i playing a song with normal bpm song during the mid-time it crashed too.

post crashlogs or I don't care

Post #112 · Posted at 2011-05-02 11:53:06pm 12.9 years ago

Online razorblade
razorblade Avatar Member
1,099 Posts
Not Set
Reg. 2011-03-01

question: have you fixed the miss notes during stops in this release?

Post #113 · Posted at 2011-05-03 12:02:40am 12.9 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
that was the point of this release, to fix that bug. at least it seems ok to me.

Quote: AeronPeryton
I know for sure DDR Best Hits did it, switches between the typical CD Title and the mix a song first appeared on.

http://www.youtube.com/watch?v=cPi6hyHGcqk#t=100s (Video can't be embedded)

got around to watching this, looks like the #ORIGIN tag that was just added has some extra use after all.

Post #114 · Posted at 2011-05-03 12:25:18am 12.9 years ago

Online razorblade
razorblade Avatar Member
1,099 Posts
Not Set
Reg. 2011-03-01

Quote: AJ 187
that was the point of this release, to fix that bug. at least it seems ok to me.

confirmed working...

About the Announcer combo, it is still broken for me after playing 4 songs, no one combo announcer is heard up (either mp3 or ogg, unless if there are changes in the naming conventions now). The name of this Announcer combos in my set is in this format:

gameplay combo 100
gameplay combo 200
and so on...

Are there any changes now?

Post #115 · Posted at 2011-05-03 12:36:58am 12.9 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
I thought I had fixed that when testing 5th mix... I remember it working for me with the DDR X announcer.

apparently I have things set up as:
gameplay 100 combo
gameplay 200 combo
gameplay 300 combo
etc.

so try renaming those. I don't know why they ended up renamed.

Post #116 · Posted at 2011-05-03 12:41:53am 12.9 years ago

Online razorblade
razorblade Avatar Member
1,099 Posts
Not Set
Reg. 2011-03-01

honestly, i prefer the old names.

Anyway, what's the announcer sound folder name for PFC/MFC?

Post #117 · Posted at 2011-05-03 03:32:41am 12.9 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
There probably isn't one, the announcers haven't been touched in forever.

Post #118 · Posted at 2011-05-03 06:24:37pm 12.9 years ago

Offline SKAR2254
SKAR2254 Avatar Member
12 Posts
Indonesia
Reg. 2010-01-16

"Netural"
Here.

sm-ssc v1.2.5 crash report (build 13, 20110501 @ 20:27:32 Central Daylight Time)
--------------------------------------

Crash reason: Access Violation

Thread: Main thread
MovieTexture_Generic.cpp:483
MovieTexture_Generic.cpp:490
MovieTexture_Generic.cpp:328
MovieTexture_FFMpeg.cpp:407
MovieTexture_FFMpeg.cpp:474
Thread: Decode thread
RageSoundDriver_Generic_Software.cpp:197
RageSoundDriver_Generic_Software.cpp:197
RageSoundDriver_Generic_Software.cpp:197
RageSoundDriver_Generic_Software.cpp:197
RageSoundDriver_Generic_Software.cpp:197
Thread: Mixer thread
Thread: Music thread
RageFileDriverDirectHelpers.cpp:227 D:/sm-ssc/Themes/*
RageFileDriverDirectHelpers.cpp:227 D:/sm-ssc/Themes/_fallback/*
RageFileDriverDirectHelpers.cpp:227 D:/sm-ssc/Themes/*
RageFileDriverDirectHelpers.cpp:227 D:/sm-ssc/Themes/_fallback/Sounds/*
RageFileDriverDirectHelpers.cpp:227 D:/sm-ssc/Themes/_fallback/*
Thread: Worker thread (MemoryCardWorker)
Thread: Worker thread (/@mc1int/)
Thread: Worker thread (/@mc2int/)
Thread: DirectInput thread
InputHandler_DirectInput.cpp:729
InputHandler_DirectInput.cpp:705
InputHandler_DirectInput.cpp:724
InputHandler_DirectInput.cpp:729
InputHandler_DirectInput.cpp:705
Thread: Streaming sound buffering
Thread: Streaming sound buffering

6aeec68b: avcodec-52!add_pixels_clamped_mmx [6ad40000+1a1294+b3f7]
6aef1289: avcodec-52!add_pixels_clamped_mmx [6ad40000+1a1294+fff5]
6aef141c: avcodec-52!add_pixels_clamped_mmx [6ad40000+1a1294+10188]
6aef4c7e: avcodec-52!add_pixels_clamped_mmx [6ad40000+1a1294+139ea]
7c90d4ea: ntdll!ZwAllocateVirtualMemory [7c900000+d4de+c]
7c9180ff: ntdll!RtlReAllocateHeap [7c900000+179fd+702]
7c911bff: ntdll!RtlInitializeCriticalSection [7c900000+11b2d+d2]
7c91825d: ntdll!RtlReAllocateHeap [7c900000+179fd+860]
7c911538: ntdll!wcsncpy [7c900000+10a8f+aa9]
7c911596: ntdll!wcsncpy [7c900000+10a8f+b07]
7c9106eb: ntdll!RtlAllocateHeap [7c900000+105d4+117]
6d9e2653: D3D8!6d9a0000
7c910732: ntdll!RtlAllocateHeap [7c900000+105d4+15e]
7c911596: ntdll!wcsncpy [7c900000+10a8f+b07]
7c9106eb: ntdll!RtlAllocateHeap [7c900000+105d4+117]
6d9d7a67: D3D8!ValidateVertexShader [6d9a0000+1b3b0+1c6b7]
7c910551: ntdll!RtlFreeHeap [7c900000+1043d+114]
7c91056d: ntdll!RtlFreeHeap [7c900000+1043d+130]
77c2c3c9: msvcrt!free [77c10000+1c21b+1ae]
7c91056d: ntdll!RtlFreeHeap [7c900000+1043d+130]
77c2c3ce: msvcrt!free [77c10000+1c21b+1b3]
7c9106eb: ntdll!RtlAllocateHeap [7c900000+105d4+117]
77c2c3c9: msvcrt!free [77c10000+1c21b+1ae]
77c2c3ce: msvcrt!free [77c10000+1c21b+1b3]
6ae14608: avcodec-52!ff_h264_decode_rbsp_trailing [6ad40000+d331e+12ea]
6ae22c3a: avcodec-52!ff_h264_decode_rbsp_trailing [6ad40000+d331e+f91c]
6ae24c80: avcodec-52!ff_h264_decode_rbsp_trailing [6ad40000+d331e+11962]
6ae25cdf: avcodec-52!ff_h264_decode_rbsp_trailing [6ad40000+d331e+129c1]
6ae289e7: avcodec-52!ff_h264_decode_picture_parameter_set [6ad40000+e80fa+8ed]
6ae2914a: avcodec-52!ff_h264_decode_picture_parameter_set [6ad40000+e80fa+1050]
6ae293be: avcodec-52!ff_h264_decode_picture_parameter_set [6ad40000+e80fa+12c4]
6d9dd815: D3D8!6d9a0000
6ad6c89c: avcodec-52!avcodec_decode_video2 [6ad40000+2c83f+5d]
6ad6c8f0: avcodec-52!avcodec_decode_video [6ad40000+2c8ba+36]
0050a1d7: int MovieDecoder_FFMpeg::DecodePacket(float) [00400000+10a087+150]
0050a552: int MovieDecoder_FFMpeg::DecodeFrame(float) [00400000+10a4f9+59]
0050ae2c: bool MovieTexture_Generic::DecodeFrame(void) [00400000+10ad82+aa]
0050b839: void MovieTexture_Generic::DecodeSeconds(float) [00400000+10b80f+2a]
004b83da: float TimingData::GetBPMAtRow(int)const [00400000+b8398+42]
005cf40e: void Sprite::Update(float) [00400000+1cf36a+a4]
005b96e0: void Actor::UpdateInternal(float) [00400000+1b9518+1c8]
005beabb: void ActorFrame::UpdateInternal(float) [00400000+1bea6b+50]
005b85ca: void Actor::Update(float) [00400000+1b850b+bf]
0053dfd5: int BackgroundImpl::Layer::FindBGSegmentForBeat(float)const [00400000+13df71+64]
00540420: void BackgroundImpl::Layer::UpdateCurBGChange(class Song const *,float,float,class std::map<class StdString::CStdStr<char>,struct BackgroundTransition,struct std::less<class StdString::CStdStr<char> >,class std::allocator<struct std::pair<class StdString::CStdStr<char> const ,struct BackgroundTransition> > > const &) [00400000+1400f6+32a]
005b96e0: void Actor::UpdateInternal(float) [00400000+1b9518+1c8]
005421fe: void Actor::SetDiffuseRightEdge(struct RageColor) [00400000+1421cf+2f]
0053e2b9: void BrightnessOverlay::SetActualBrightness(void) [00400000+13e1aa+10f]
005b96e0: void Actor::UpdateInternal(float) [00400000+1b9518+1c8]
005b85ca: void Actor::Update(float) [00400000+1b850b+bf]
005beadb: void ActorFrame::UpdateInternal(float) [00400000+1bea6b+70]
005beaec: void ActorFrame::UpdateInternal(float) [00400000+1bea6b+81]
005c9dc2: void Model::Update(float) [00400000+1c9da2+20]
0054442e: void DancingCharacters::Update(float) [00400000+144391+9d]
005db744: enum PlayerNumber GetNextEnabledPlayer(enum PlayerNumber) [00400000+1db731+13]
005404ea: void BackgroundImpl::Update(float) [00400000+14043c+ae]
005b96e0: void Actor::UpdateInternal(float) [00400000+1b9518+1c8]
005beabb: void ActorFrame::UpdateInternal(float) [00400000+1bea6b+50]
004b8c3b: void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset(float,float &,float &,bool &,bool &,int &,float &)const [00400000+b8aed+14e]
004b83da: float TimingData::GetBPMAtRow(int)const [00400000+b8398+42]
005b85ca: void Actor::Update(float) [00400000+1b850b+bf]
005b96e0: void Actor::UpdateInternal(float) [00400000+1b9518+1c8]
005beabb: void ActorFrame::UpdateInternal(float) [00400000+1bea6b+50]
005b85ca: void Actor::Update(float) [00400000+1b850b+bf]
00401e4a: void Screen::Update(float) [00400000+1e33+17]
0059141d: class RageTimer RageTimer::Sum(class RageTimer const &,float) [00400000+1913db+42]
0045ce6c: void ScreenGameplay::UpdateSongPosition(float) [00400000+5cdda+92]
0045ef02: void ScreenGameplay::Update(float) [00400000+5eea2+60]
785569ed: MSVCR90!memcpy_s [78520000+369a3+4a]
78484f2a: MSVCP90!std::char_traits<char>::_Copy_s [78480000+4f13+17]
7848522b: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::data [78480000+506e+1bd]
784859be: MSVCP90!std::allocator<char>::allocate [78480000+5912+ac]
78486396: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::assign [78480000+6316+80]
784863a1: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::assign [78480000+6316+8b]
78485816: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::compare [78480000+57ce+48]
78485d30: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::compare [78480000+5d0b+25]
784958cf: MSVCP90!??$?8DU?$char_traits@D@std@@V?$allocator@D@1@@std@@YA_NABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@0@0@Z [78480000+158bf+10]
78495923: MSVCP90!??$?9DU?$char_traits@D@std@@V?$allocator@D@1@@std@@YA_NABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@0@0@Z [78480000+15913+10]
00600452: void ScreenManager::Update(float) [00400000+2002dd+175]
005da25d: void GameState::Update(float) [00400000+1da1ff+5e]
0058ebb8: void RageTextureManager::Update(float) [00400000+18eb5e+5a]
004f9f0a: void GameLoop::RunGameLoop(void) [00400000+f9e41+c9]
78486444: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::assign [78480000+6428+1c]
78485e2c: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Tidy [78480000+5de4+48]
78485ead: MSVCP90!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::~basic_string<char,std::char_traits<char>,std::allocator<char> > [78480000+5ea4+9]
004fcf8d: main() [00400000+fc4fc+a91]
7c9106eb: ntdll!RtlAllocateHeap [7c900000+105d4+117]
78586792: MSVCR90!realloc [78520000+663fc+396]
785438b3: MSVCR90!initptd [78520000+23753+160]
00510516: WinMain@16() [00400000+110500+16]
00628b71: __tmainCRTStartup() [00400000+228a31+140]
7c816fd7: kernel32!RegisterWaitForInputIdle [7c800000+16f8e+49]

Static log:
sm-ssc v1.2.5
Compiled 20110501 @ 20:27:32 Central Daylight Time (build 13)
Log starting 2011-05-02 19:18:08
Loading window: win32
Windows 5.1 (WinXP) build 2600 [Service Pack 2]
Memory: 1718mb total, 3094mb swap (2351mb swap avail)
Video driver: Intel(R) Graphics Media Accelerator HD [Intel Corporation]
6.14.10.5160, 10-19-2009 [pci\ven_8086&dev_0042]
Drive: "WDC WD3200AAJS-00L7A0" Driver: atapi DMA: yes
Drive: "HL-DT-ST DVDRAM GH22NS50" Driver: atapi DMA: yes
Sound device 0: HD Audio rear output, 5.10, MID 1, PID 100
WARNING: ReadFile(Save/ThemePrefs.ini): No such file or directory
DirectSound Driver: Primary Sound Driver
DirectSound Driver: HD Audio rear output viahduaa.sys 6,0,01,7700 built by: WinDDK [1617408b, 11-25-2009]
DirectSound sample rates: 8000..192000 (continuous)
Software mixing at 44100 hz
Sound driver: DirectSound-sw
Lights driver: SystemMessage
Lights driver: Export
Video renderers: 'd3d,opengl'
WARNING: RageDisplay_D3D::TryVideoMode( 0, 1024, 768, 32, 0, 1 )
D3D Fullscreen 1024x768 32 color 32 texture 60Hz Vsync SmoothLines
Found 2 DirectInput devices:
0: 'Keyboard' axes: 0, hats: 0, buttons: 256 (buffered)
1: 'Mouse' axes: 3, hats: 0, buttons: 3 (buffered)
Mixing underruns: 1
Players joined: P1
Top Screen: ScreenGameplay
Language: en
Current renderer: Direct3D
Theme: default

Partial log:
02:23.537: 60 FPS, 60 av FPS, 903 VPF, D3D
02:24.539: 60 FPS, 60 av FPS, 959 VPF, D3D
02:25.542: 60 FPS, 60 av FPS, 1032 VPF, D3D
02:26.544: 60 FPS, 60 av FPS, 1047 VPF, D3D
02:27.548: 60 FPS, 60 av FPS, 1051 VPF, D3D
02:28.550: 60 FPS, 60 av FPS, 1049 VPF, D3D
02:29.554: 60 FPS, 60 av FPS, 1071 VPF, D3D
02:30.557: 60 FPS, 60 av FPS, 1037 VPF, D3D
02:31.561: 60 FPS, 60 av FPS, 939 VPF, D3D
02:32.563: 60 FPS, 60 av FPS, 908 VPF, D3D

-- End of report

Post #119 · Posted at 2011-05-04 12:16:33am 12.9 years ago

Offline AJ 187
AJ 187 Avatar Member
130 Posts
Not Set
Reg. 2008-10-14

"retired"
> access violation
> last thing called was video stuff

god I HATE ffmpeg and how stepmania uses it

Post #120 · Posted at 2011-05-04 12:19:04am 12.9 years ago

Offline Dark Coz
Dark Coz Avatar Member
989 Posts
United States
Reg. 2009-05-14

"It's pronounced See-OH-Zee"
Quote: AJ 187
> access violation
> last thing called was video stuff

god I HATE ffmpeg and how stepmania uses it

Could this be because of ffmpeg being hostile to Intel drivers?
http://card.exophase.com/2/0/10369.png
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