Username:    Password:    Remember Me?         

Game Crash Again [FIXED] - Reverie World Studios Forums

Go Back   Reverie World Studios Forums > Dawn of Fantasy > Technical Support > Bug Reports
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Display Modes
  #1  
Old 10-01-2011, 09:32 AM
SurfNinja SurfNinja is offline
Human Sect:
Archer
 
Join Date: Sep 2011
Posts: 58
SurfNinja has a default reputation
Wink Game Crash Again [FIXED]

I just completed the human quest, the noble traitor
getting a Microsoft Visual C++ runtime Library Error and the game freezes everytime I try to log into my instance on the online kingdom.

If I pick a different instance, say play with my elf instead of human, i can play.

HELP


contents of log file (note - I cannot attach a file, nor can I upload the full contents as the text of the log is too big, the thread is liimited to 30000 characters, so truncated log file.

Time is 2011 10 1 10:22
Mithrill Setting Up 0,0
Found 4 Proccessors
Lua Opened
Lua Set Up
Found aihomelands
Found homeland
Found intromap
Found introvid.st
Found introvid.ws
Found introvid505.st
Found introvid505.ws
Found quests
Found regions
Found resource
Found skirmish
Found towns
Found worldmap
PackManager Initialized
Default Settings Initialized
Raster SetUp Begin
Raster Formats Decided BackBuffer=22 ZBuffer=75
Raster Entered 1920x1200 @0
Raster ShadowMap Format=D3DFMT_A16R16G16B16F
Raster DXTN Support Found
Using Compressed Textures
Raster SetUp
Audio SetUp Begin
Audio SetUp Finished
Interface Created
Interface First Render
Set Cursor
Running Resource\Unit\!emulatedfuncs.fus
Running Resource\Unit\!formations.fus

(TRANUATED)

end of log file

LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=HitPointCap, newValue=25)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=HitPoints, newValue=125)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=Members, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=CurrentlyGathering, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=45, NewHealthsAsBarString=[25|25|25|25|25])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=46, template=Gaia-Animals-Chicken Herd, UnitHealthsAsBarString=[25|25|25|25|25], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HitPointCap, newValue=25)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HitPoints, newValue=125)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Members, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=CurrentlyGathering, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=46, NewHealthsAsBarString=[25|25|25|25|25])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=47, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=CurrentlyGathering, newValue=wood)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=47, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=48, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=CurrentlyGathering, newValue=food)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=48, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=49, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=CurrentlyGathering, newValue=food)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=49, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=50, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=CurrentlyGathering, newValue=stone)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=50, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=51, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=CurrentlyGathering, newValue=wood)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=51, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=52, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[15|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HitPoints, newValue=1635)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=CurrentlyGathering, newValue=food)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=52, NewHealthsAsBarString=[15|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=53, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=CurrentlyGathering, newValue=wood)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=53, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=54, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=CurrentlyGathering, newValue=food)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=54, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=55, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=CurrentlyGathering, newValue=wood)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=55, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=56, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Level, newValue=1)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Exp, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=ExpCap, newValue=5)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Skill, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HealRate, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HitRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=DefenceRating, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=FatigueCap, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Damage, newValue=0)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HitPointCap, newValue=180)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HitPoints, newValue=1800)
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Members, newValue=10)
LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored!
LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=CurrentlyGathering, newValue=food)
LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored!
LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=56, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180])
LOGONLY: CallBack.GetNextBattalionIDs(playerID=1, amount=15)
__________________
There are many good reasons for drinking and one has just entered my head
if a man can't drink when he's living how the hell can he drink when he's dead
Reply With Quote
  #2  
Old 10-01-2011, 11:14 AM
Joseph Visscher's Avatar
Joseph Visscher Joseph Visscher is offline
Reverie World Studios - Lead Level Designer, Senior Gameplay Programmer, 3D Animator, 3D-2D Artist.
 
Join Date: May 2007
Location: Canada B.C.
Posts: 1,279
Joseph Visscher has extremely good reputationJoseph Visscher has extremely good reputationJoseph Visscher has extremely good reputationJoseph Visscher has extremely good reputation
Default

LOGONLY: CallBack.GetNextBattalionIDs(playerID=1, amount=15)


is the end of the log1.txt? hmmm...

Tell us your username and the human Town's name (NOT PASSWORD)
if you dont feel right giving your username PM Kon about the issue (http://www.reverieworld.com/forums/member.php?u=13)
We will see if we can fix that town and find a nasty bug in the procces.

Thank you.
__________________
Joseph B. Visscher - JBV3737

Bugs aren't the problem, figuring out how to fix them is.
Reply With Quote
  #3  
Old 10-01-2011, 11:36 AM
SurfNinja SurfNinja is offline
Human Sect:
Archer
 
Join Date: Sep 2011
Posts: 58
SurfNinja has a default reputation
Default

my human town name is Sanguine
and my username is SurfNinja

and that is the end of the log1.txt file

what is it telling you?
__________________
There are many good reasons for drinking and one has just entered my head
if a man can't drink when he's living how the hell can he drink when he's dead
Reply With Quote
  #4  
Old 10-01-2011, 01:18 PM
Joseph Visscher's Avatar
Joseph Visscher Joseph Visscher is offline
Reverie World Studios - Lead Level Designer, Senior Gameplay Programmer, 3D Animator, 3D-2D Artist.
 
Join Date: May 2007
Location: Canada B.C.
Posts: 1,279
Joseph Visscher has extremely good reputationJoseph Visscher has extremely good reputationJoseph Visscher has extremely good reputationJoseph Visscher has extremely good reputation
Default

where going to look at your city and figure out why its crashing,

IMPORTANT! look at this thread before signing in to your account as we may be inside your account, we will post here to telll you when we are in it and debugging it. It may glitch up the city further if you try to sign in while where working on it.

we are very sorry for the inconvenience and hopefully we can fix this issue so it never happens to anyone ever again. Thank you.
__________________
Joseph B. Visscher - JBV3737

Bugs aren't the problem, figuring out how to fix them is.
Reply With Quote
  #5  
Old 10-01-2011, 01:44 PM
Konstantin Fomenko's Avatar
Konstantin Fomenko Konstantin Fomenko is offline
Reverie World Studios - Producer & Design Director
 
Join Date: Mar 2007
Posts: 4,634
Konstantin Fomenko has extremely good reputationKonstantin Fomenko has extremely good reputationKonstantin Fomenko has extremely good reputationKonstantin Fomenko has extremely good reputation
Default

We are investigating your town. It might take couple of hours though - our main goal is to fix the issue that broke your town in the first place, but we`ll try to fix your town as well.
Reply With Quote
  #6  
Old 10-01-2011, 01:47 PM
SurfNinja SurfNinja is offline
Human Sect:
Archer
 
Join Date: Sep 2011
Posts: 58
SurfNinja has a default reputation
Default

let me know when it is fixed.
I was enjoying playing, but been 5 hours since I couldn't continue my town :-(

thanks for working on it.
__________________
There are many good reasons for drinking and one has just entered my head
if a man can't drink when he's living how the hell can he drink when he's dead
Reply With Quote
  #7  
Old 10-01-2011, 03:48 PM
SurfNinja SurfNinja is offline
Human Sect:
Archer
 
Join Date: Sep 2011
Posts: 58
SurfNinja has a default reputation
Default

so i was able to get logged in and start playing again
whatever you did, it worked

thanks
__________________
There are many good reasons for drinking and one has just entered my head
if a man can't drink when he's living how the hell can he drink when he's dead
Reply With Quote
  #8  
Old 10-01-2011, 04:00 PM
Konstantin Fomenko's Avatar
Konstantin Fomenko Konstantin Fomenko is offline
Reverie World Studios - Producer & Design Director
 
Join Date: Mar 2007
Posts: 4,634
Konstantin Fomenko has extremely good reputationKonstantin Fomenko has extremely good reputationKonstantin Fomenko has extremely good reputationKonstantin Fomenko has extremely good reputation
Default

You are welcome. By the way great two you have - love how you placed archers on all the palisade towers.

If you encounter any issues in the future don`t hesitate to post here. Also we have pinpointed the issue causing the crash and will try to address it in tonight`s patch.
Reply With Quote
  #9  
Old 10-01-2011, 04:38 PM
SurfNinja SurfNinja is offline
Human Sect:
Archer
 
Join Date: Sep 2011
Posts: 58
SurfNinja has a default reputation
Default

i like it as well :-)

i posted a seperate thread, now my workers are not collecting resources
http://www.reverieworld.com/forums/s...ead.php?t=4227
__________________
There are many good reasons for drinking and one has just entered my head
if a man can't drink when he's living how the hell can he drink when he's dead
Reply With Quote
  #10  
Old 10-04-2011, 10:14 AM
sir_m0k sir_m0k is offline
Junior Member
 
Join Date: Oct 2011
Posts: 10
sir_m0k has a default reputation
Default

I have the same bug i think! Its also a C++ error when I connect to my human city Lichtenfels... my accountname is m0k... hope you can fix my little city too
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 05:15 PM.

ESRB Rated T
US/CANADA
PEGI 16
EUROPE
USK 16
GERMANY

privacy policy   |   Copyright © Reverie World Studios INC.

Dawn of Fantasy and Reverie World Studios are trademarks of Reverie World Studios, Inc. Developed by Reverie World Studios, inc. All Rights Reserved. All other trademarks are property of their respective owners.
Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.