Lemmingball Z

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 hi crash error file fix 
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Lemming Spermcel

Joined: Sat Mar 24, 2012 2:21 am
Posts: 13
Post hi crash error file fix
hi i recently got the alpha updated and all then it compiles everything and at the end it brings up a crash message saying its input a file data folder and this is what the file data says

CONSOLE: starting
**********************************************************************************
Lemmingball Z WINDOWS build 8684 starting....
Compile date: Tue Apr 3 17:01:54 CEST 2012
**********************************************************************************
DBG: started debug catcher: UEF
SDL: starting
Could not load settings file C:/Documents and Settings/Sid Swyers/My Documents/LBZ ALPHA Game Data/etc/configuration.xml
VFS: starting
VFS: Cleaning up temp folder.
VFS: Searching for game data...
Initializing CRC
CACHE: starting
CACHE: cachefile loaded in 2ms from tmp/co_cache.blob
VFS: written vfs-cache directoryCache.87BB9D9B
VFS: Added "lbz data directory". 1509 new, 0 overwritten, 1509 total, 0 errors in 4596ms
VFS: Gamedata found in 4600 ms.
Testing network-relevant game files...
Game tested: LibCRC DDC9C3C2(26) GameCRC B208ABD9(978)
No chat macro file 'C:/Documents and Settings/Sid Swyers/My Documents/LBZ ALPHA Game Data/etc/chatmacros.xml' found!
Copy 'data/settings/chatmacros.xml' to C:/Documents and Settings/Sid Swyers/My Documents/LBZ ALPHA Game Data/etc/ and change it to your liking.
SDL: opening OpenGL window
SDL: Attempting to detect joysticks: 1 detected.
SDL: Detected joystick Controller (MadCatz GamePad)
Setting up OpenGL....
Trying windowed video mode 1024x768:32.
Setting OpenGL window: 1024x768
All OpenGL extensions that are required are found.
CellBlock9 WINDOWS build 8684 is running on the following hardware:
CPUS: 1
Memory: 511 MB
GL_RENDERER: RADEON 9250/9200 Series DDR x86/SSE2
GL_VERSION: 1.3.1072 WinXP Release
GL_VENDOR: ATI Technologies Inc.
GL_MAX_TEXTURE_SIZE: 2048, windowsize: 1024
GL_MAX_TEXTURE_UNITS: 6
Texture compression enabled.
loading pre-default resources.
VMREGSYNC: starting
188 syncable regs found
SCRIPTS: starting
TEXTURES: starting
Scaling data/menu/backdrop.png > 15x8
GLError's found:
GL_ERROR: GL_INVALID_VALUE at line 272 in file lbzsrc/textureManager.cpp!
GLError's found:
GL_ERROR: GL_INVALID_VALUE at line 293 in file lbzsrc/textureManager.cpp!
Auto-updating with url: http://www.lemmingballz.net/UPDATER/: source development
NET: starting
UPDATEVFS: starting
your version of Lemmingball Z is up2date!
Nothing to do... Lemmingball Z is up-to-date
Auto-updating finished in 2176ms
UPDATEVFS: stopping
compiling graphic script 'data/corescripts/defaultresources.lgs'
MODELS: starting
SOUNDS: starting
loading default recources.
compiling game code.compiling game script 'data/game/playerupdate.lgs'
loading levels:
LEVEL: anotherwatermap
compiling graphic script 'data/levels/anotherwatermap/prerender.lgs'
compiling graphic script 'data/levels/anotherwatermap/postrender.lgs'
LEVEL: arrival
compiling graphic script 'data/levels/arrival/prerender.lgs'
compiling graphic script 'data/levels/arrival/postrender.lgs'
LEVEL: bob
compiling graphic script 'data/levels/bob/prerender.lgs'
compiling graphic script 'data/levels/bob/postrender.lgs'
LEVEL: bridge
compiling graphic script 'data/levels/bridge/prerender.lgs'
LEVEL: cold
compiling graphic script 'data/levels/cold/prerender.lgs'
compiling graphic script 'data/levels/cold/postrender.lgs'
LEVEL: desert
compiling graphic script 'data/levels/desert/prerender.lgs'
compiling graphic script 'data/levels/desert/postrender.lgs'
LEVEL: flatdesert
compiling graphic script 'data/levels/flatdesert/prerender.lgs'
compiling graphic script 'data/levels/flatdesert/postrender.lgs'
LEVEL: geometrics
compiling graphic script 'data/levels/geometrics/prerender.lgs'
LEVEL: hugedessert
compiling graphic script 'data/levels/hugedessert/prerender.lgs'
compiling graphic script 'data/levels/hugedessert/postrender.lgs'
LEVEL: LBZHQ
compiling graphic script 'data/levels/LBZHQ/prerender.lgs'
LEVEL: lost
LEVEL: lowvalley
compiling graphic script 'data/levels/lowvalley/prerender.lgs'
compiling graphic script 'data/levels/lowvalley/postrender.lgs'
LEVEL: mybeachhouse
compiling graphic script 'data/levels/mybeachhouse/prerender.lgs'
compiling graphic script 'data/levels/mybeachhouse/postrender.lgs'
LEVEL: namek
compiling graphic script 'data/levels/namek/prerender.lgs'
compiling graphic script 'data/levels/namek/postrender.lgs'
LEVEL: openwater
compiling graphic script 'data/levels/openwater/prerender.lgs'
compiling graphic script 'data/levels/openwater/postrender.lgs'
LEVEL: popo
compiling graphic script 'data/levels/popo/prerender.lgs'
compiling graphic script 'data/levels/popo/postrender.lgs'
LEVEL: spaceballz
compiling graphic script 'data/levels/spaceballz/prerender.lgs'
compiling graphic script 'data/levels/spaceballz/postrender.lgs'
LEVEL: sphere
compiling graphic script 'data/levels/sphere/prerender.lgs'
compiling graphic script 'data/levels/sphere/postrender.lgs'
LEVEL: tributes
compiling graphic script 'data/levels/tributes/prerender.lgs'
compiling graphic script 'data/levels/tributes/postrender.lgs'
LEVEL: valley
compiling graphic script 'data/levels/valley/prerender.lgs'
compiling graphic script 'data/levels/valley/postrender.lgs'
loading characters:
CHARACTER: Aang
compiling game script 'data/game/move_inhand.lgs'
compiling game script 'data/corescripts/def_default.inc'
compiling graphic script 'data/moves/scripts/aang_1a.lgs'
compiling graphic script 'data/corescripts/def_bbeam.inc'
compiling graphic script 'data/corescripts/def_lightbeams.inc'
compiling graphic script 'data/corescripts/def_flash.inc'
compiling game script 'data/game/move_controlled.lgs'
compiling graphic script 'data/moves/scripts/aang_3c.lgs'
compiling graphic script 'data/corescripts/def_smallkiball.inc'
compiling script '_inline:1:data/moves/include/class_homingball.xml.2EB51C3A'
compiling script '_inline:2:data/moves/include/class_homingball.xml.2EB51C3A'
compiling script '_inline:3:data/moves/include/class_homingball.xml.2EB51C3A'
compiling script '_inline:4:data/moves/include/class_homingball.xml.2EB51C3A'
compiling script '_inline:5:data/moves/include/class_homingball.xml.2EB51C3A'
compiling script '_inline:6:data/moves/include/class_homingball.xml.2EB51C3A'
compiling script '_inline:7:data/moves/include/class_homingball.xml.2EB51C3A'
compiling graphic script 'data/moves/scripts/aang_3b.lgs'
compiling graphic script 'data/moves/scripts/aang_2.lgs'
compiling graphic script 'data/corescripts/def_shockwave.inc'
compiling script '_inline:1:data/moves/include/class_bigball.xml.2D0E74F3'
compiling script '_inline:2:data/moves/include/class_bigball.xml.2D0E74F3'
compiling script '_inline:3:data/moves/include/class_bigball.xml.2D0E74F3'
compiling script '_inline:4:data/moves/include/class_bigball.xml.2D0E74F3'
compiling script '_inline:5:data/moves/include/class_bigball.xml.2D0E74F3'
compiling script '_inline:6:data/moves/include/class_bigball.xml.2D0E74F3'
compiling script '_inline:1:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:2:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:3:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:4:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:5:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:6:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:7:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:8:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:9:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:10:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:11:data/moves/include/class_beams.xml.19D0AE45'
compiling game script 'data/corescripts/def_size.inc'
compiling script '_inline:12:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:13:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:14:data/moves/include/class_beams.xml.19D0AE45'
compiling script '_inline:15:data/moves/include/class_beams.xml.19D0AE45'
compiling graphic script 'data/moves/scripts/freeza_1a.lgs'
compiling graphic script 'data/moves/scripts/aang_1.lgs'
compiling game script 'data/game/move_rush_noboost.lgs'
compiling graphic script 'data/moves/scripts/chaozu_4.lgs'
compiling game script 'data/game/move_rush.lgs'
compiling graphic script 'data/moves/scripts/aang_1d.lgs'
compiling graphic script 'data/moves/scripts/aang_1f.lgs'
compiling script '_inline:1:data/moves/specials/aang.xml.15910843'
compiling graphic script 'data/moves/scripts/aang_3d.lgs'
compiling graphic script 'data/moves/scripts/aang_1e.lgs'
compiling script '_inline:1:data/moves/include/class_kiball.xml.2C864648'
compiling script '_inline:2:data/moves/include/class_kiball.xml.2C864648'
compiling graphic script 'data/moves/scripts/aang_kiballs.lgs'
compiling game script 'data/game/player_kaoken.lgs'
compiling game script 'data/game/player_charge.lgs'
compiling script '_inline:1:data/moves/defaultactions/charge.xml.D4DDB591'
compiling game script 'data/game/player_transform.lgs'
compiling graphic script 'data/moves/scripts/_transform.lgs'
compiling graphic script 'data/corescripts/gfx_lightbeams.inc'
compiling graphic script 'data/corescripts/gfx_shockwave.inc'
compiling graphic script 'data/corescripts/gfx_lens.inc'
compiling game script 'data/game/player_teleport.lgs'
compiling script '_inline:1:data/moves/include/class_cooldown.xml.6DE223A7'
compiling script '_inline:2:data/moves/include/class_cooldown.xml.6DE223A7'
compiling script '_inline:3:data/moves/include/class_cooldown.xml.6DE223A7'
compiling script '_inline:4:data/moves/include/class_cooldown.xml.6DE223A7'
compiling graphic script 'data/moves/scripts/_cooldown.lgs'
compiling graphic script 'data/moves/scripts/_cooldownball.lgs'
compiling graphic script 'data/moves/scripts/kiball_2.lgs'
compiling script '_inline:1:data/moves/include/class_combo.xml.C8D04EC'
compiling script '_inline:2:data/moves/include/class_combo.xml.C8D04EC'
compiling script '_inline:3:data/moves/include/class_combo.xml.C8D04EC'
compiling script '_inline:4:data/moves/include/class_combo.xml.C8D04EC'
compiling graphic script 'data/moves/scripts/uppercut_1.lgs'
compiling graphic script 'data/corescripts/def_explodingsprite.inc'
compiling graphic script 'data/moves/scripts/monitor.lgs'
compiling script '_inline:1:data/moves/melee/monitorsmash.xml.C87E54D6'
compiling script '_inline:2:data/moves/melee/monitorsmash.xml.C87E54D6'
compiling script '_inline:1:data/moves/defaultactions/_zapbase.xml.8808A007'
compiling script '_inline:1:data/moves/include/class_melee.xml.A44DE01B'
compiling script '_inline:2:data/moves/include/class_melee.xml.A44DE01B'
compiling graphic script 'data/moves/scripts/lightmelee_1.lgs'
compiling graphic script 'data/moves/scripts/lightmelee_2.lgs'
compiling script '_inline:1:data/moves/melee/jump.xml.14BD3FD7'
compiling graphic script 'data/moves/scripts/superhit_2.lgs'
compiling script '_inline:1:data/moves/melee/superhit.xml.5ABDC060'
compiling graphic script 'data/moves/scripts/superhit_1.lgs'
compiling script '_inline:2:data/moves/melee/superhit.xml.5ABDC060'
compiling script '_inline:3:data/moves/melee/superhit.xml.5ABDC060'
compiling script '_inline:4:data/moves/melee/superhit.xml.5ABDC060'
compiling script '_inline:5:data/moves/melee/superhit.xml.5ABDC060'
compiling script '_inline:6:data/moves/melee/superhit.xml.5ABDC060'
compiling script '_inline:7:data/moves/melee/superhit.xml.5ABDC060'
compiling script '_inline:8:data/moves/melee/superhit.xml.5ABDC060'
compiling script '_inline:9:data/moves/melee/superhit.xml.5ABDC060'
compiling graphic script 'data/moves/scripts/teleport_1.lgs'
compiling game script 'data/game/move_fry.lgs'
compiling script '_inline:1:data/moves/melee/block.xml.EBD5E9A2'
compiling graphic script 'data/characters/aang/render_character.lgs'
compiling graphic script 'data/corescripts/def_player.inc'
compiling graphic script 'data/corescripts/default_playeranimation.inc'
CHARACTER: AnalyticaL
compiling game script 'data/game/move_tk.lgs'
compiling graphic script 'data/moves/scripts/chaozu_3.lgs'
compiling graphic script 'data/moves/scripts/analytical_2.lgs'
compiling script '_inline:1:data/moves/specials/analytical_4.xml.ECCF2BF6'
compiling graphic script 'data/moves/scripts/analytical_4.lgs'
compiling script '_inline:2:data/moves/specials/analytical_4.xml.ECCF2BF6'
compiling script '_inline:3:data/moves/specials/analytical_4.xml.ECCF2BF6'
compiling script '_inline:4:data/moves/specials/analytical_4.xml.ECCF2BF6'
compiling script '_inline:5:data/moves/specials/analytical_4.xml.ECCF2BF6'
compiling graphic script 'data/moves/scripts/analytical_5.lgs'
compiling graphic script 'data/moves/scripts/analytical_2a.lgs'
compiling graphic script 'data/moves/scripts/nappa_2.lgs'
compiling graphic script 'data/moves/scripts/raditz_1b.lgs'
compiling graphic script 'data/corescripts/def_beam.inc'
compiling graphic script 'data/moves/scripts/raditz_1a.lgs'
compiling script '_inline:1:data/moves/include/class_shockwave.xml.64904872'
compiling script '_inline:2:data/moves/include/class_shockwave.xml.64904872'
compiling graphic script 'data/moves/scripts/analytical_1.lgs'
compiling graphic script 'data/corescripts/def_smallball.inc'
compiling graphic script 'data/moves/scripts/kiball_1b.lgs'
compiling graphic script 'data/moves/scripts/kiball_11.lgs'
compiling script '_inline:1:data/moves/include/class_shield.xml.96D1E093'
compiling graphic script 'data/moves/scripts/analytical_shield.lgs'
compiling script '_inline:1:data/moves/specials/analytical_reverse.xml.DD5165E4'
compiling graphic script 'data/moves/scripts/analytical_reverse.lgs'
compiling script '_inline:1:data/moves/include/class_fry.xml.C1FA26'
compiling script '_inline:2:data/moves/include/class_fry.xml.C1FA26'
compiling graphic script 'data/moves/scripts/fry_mtx.lgs'
compiling graphic script 'data/characters/analytical/render_character.lgs'
CHARACTER: BirdieTheMighty
compiling script '_inline:1:data/moves/specials/birdy_4.xml.453354EF'
compiling graphic script 'data/moves/scripts/birdy_4.lgs'
compiling script '_inline:1:data/moves/specials/birdy_3.xml.F71388FF'
compiling graphic script 'data/moves/scripts/birdy_3.lgs'
compiling script '_inline:1:data/moves/specials/birdy_2.xml.CA73A14F'
compiling graphic script 'data/moves/scripts/birdy_2.lgs'
compiling graphic script 'data/moves/scripts/kamehameha_s.lgs'
compiling graphic script 'data/corescripts/def_aura.inc'
compiling graphic script 'data/moves/scripts/kamehameha.lgs'
compiling script '_inline:1:data/moves/specials/birdy_1.xml.8DD3DB9F'
compiling graphic script 'data/moves/scripts/birdy_1.lgs'
compiling script '_inline:1:data/moves/specials/birdy_5.xml.78537D5F'
compiling graphic script 'data/moves/scripts/birdy_5.lgs'
compiling script '_inline:2:data/moves/specials/birdy_5.xml.78537D5F'
compiling script '_inline:1:data/moves/include/class_speed.xml.5CEC2AD4'
compiling script '_inline:2:data/moves/include/class_speed.xml.5CEC2AD4'
compiling game script 'data/corescripts/def_range.inc'
compiling graphic script 'data/moves/scripts/shield_2.lgs'
compiling game script 'data/game/move_reverse.lgs'
compiling graphic script 'data/moves/scripts/reverse_1.lgs'
compiling graphic script 'data/moves/scripts/fry_1.lgs'
compiling graphic script 'data/moves/scripts/kiball_1.lgs'
compiling graphic script 'data/moves/scripts/kiball_1a.lgs'
compiling graphic script 'data/characters/birdy/render_character.lgs'
CHARACTER: Bojack
compiling graphic script 'data/moves/scripts/broly_3.lgs'
compiling script '_inline:1:data/moves/specials/bojack_4.xml.F60B7362'
compiling graphic script 'data/moves/scripts/freeza_1c.lgs'
compiling script '_inline:1:data/moves/specials/bojack_3.xml.442BAF72'
compiling graphic script 'data/moves/scripts/bojack_2.lgs'
compiling script '_inline:1:data/moves/specials/bojack_2.xml.794B86C2'
compiling graphic script 'data/moves/scripts/vegeta_1a.lgs'
compiling script '_inline:1:data/moves/specials/bojack_1.xml.3EEBFC12'
compiling graphic script 'data/moves/scripts/bojack_1.lgs'
compiling graphic script 'data/corescripts/gfx_beam.inc'
compiling game script 'data/game/move_fry_at_player.lgs'
compiling graphic script 'data/moves/scripts/fry_3.lgs'
compiling graphic script 'data/moves/scripts/shield_7.lgs'
compiling graphic script 'data/characters/bojack/render_character.lgs'
CHARACTER: Broly
compiling graphic script 'data/moves/scripts/broly_4.lgs'
compiling script '_inline:1:data/moves/specials/broly_3.xml.A6374C73'
compiling graphic script 'data/moves/scripts/broly_3a.lgs'
compiling graphic script 'data/moves/scripts/broly_2.lgs'
compiling graphic script 'data/moves/scripts/broly_1.lgs'
compiling graphic script 'data/characters/broly/render_character.lgs'
CHARACTER: Burter
compiling graphic script 'data/moves/scripts/burter_3.lgs'
compiling script '_inline:1:data/moves/specials/burter_4.xml.5C55F995'
compiling graphic script 'data/moves/scripts/burter_4.lgs'
compiling script '_inline:1:data/moves/specials/burter_3.xml.EE752585'
compiling graphic script 'data/moves/scripts/burter_2.lgs'
compiling game script 'data/game/move_boost.lgs'
compiling graphic script 'data/moves/scripts/ginyu_1a.lgs'
compiling script '_inline:1:data/moves/specials/ginyu_1.xml.966E8836'
compiling graphic script 'data/moves/scripts/ginyu_1.lgs'
compiling script '_inline:2:data/moves/specials/ginyu_1.xml.966E8836'
compiling graphic script 'data/moves/scripts/shield_1.lgs'
compiling graphic script 'data/moves/scripts/shield_3.lgs'
compiling graphic script 'data/moves/scripts/reverse_2.lgs'
compiling graphic script 'data/moves/scripts/fry_2.lgs'
compiling graphic script 'data/characters/burter/render_character.lgs'
CHARACTER: Buu
compiling graphic script 'data/moves/scripts/buu_3.lgs'
compiling graphic script 'data/moves/scripts/buu_4.lgs'
compiling graphic script 'data/moves/scripts/buu_1.lgs'
compiling script '_inline:1:data/moves/specials/buu_3.xml.92A8B126'
compiling graphic script 'data/moves/scripts/buu_2.lgs'
compiling graphic script 'data/moves/scripts/mbuu_1.lgs'
compiling graphic script 'data/moves/scripts/buu_1a.lgs'
compiling graphic script 'data/characters/buu/render_character.lgs'
CHARACTER: #16
compiling graphic script 'data/moves/scripts/c16_1.lgs'
compiling script '_inline:1:data/moves/specials/c16_4.xml.EFC7DA86'
compiling graphic script 'data/moves/scripts/c16_4.lgs'
compiling graphic script 'data/moves/scripts/c16_3.lgs'
compiling graphic script 'data/moves/scripts/c16_2.lgs'
compiling graphic script 'data/moves/scripts/c16_1a.lgs'
compiling script '_inline:1:data/moves/specials/c16_1.xml.272755F6'
compiling script '_inline:2:data/moves/specials/c16_1.xml.272755F6'
compiling graphic script 'data/moves/scripts/c16_1c.lgs'
compiling graphic script 'data/corescripts/def_kibeam.inc'
compiling graphic script 'data/moves/scripts/kiball_7.lgs'
compiling graphic script 'data/characters/c16/render_character.lgs'
CHARACTER: #17
compiling script '_inline:1:data/moves/specials/c17_4.xml.49B0D132'
compiling graphic script 'data/moves/scripts/c17_1.lgs'
compiling script '_inline:1:data/moves/specials/c17_3.xml.FB900D22'
compiling graphic script 'data/moves/scripts/c17_3.lgs'
compiling graphic script 'data/moves/scripts/c17_2.lgs'
compiling graphic script 'data/moves/scripts/chaozu_2.lgs'
compiling graphic script 'data/moves/scripts/chaozu_2a.lgs'
compiling graphic script 'data/moves/scripts/goku_2.lgs'
compiling graphic script 'data/moves/scripts/fry_10.lgs'
compiling graphic script 'data/characters/c17/render_character.lgs'
CHARACTER: #18
compiling graphic script 'data/moves/scripts/c18_2.lgs'
compiling graphic script 'data/moves/scripts/krillin_2.lgs'
compiling graphic script 'data/corescripts/def_disc.inc'
compiling graphic script 'data/characters/c18/render_character.lgs'
CHARACTER: #19
compiling script '_inline:1:data/moves/specials/c19_4.xml.198FAA6F'
compiling graphic script 'data/moves/scripts/c19_1.lgs'
compiling graphic script 'data/moves/scripts/gotenks_2c.lgs'
compiling script '_inline:1:data/moves/specials/c19_5.xml.24EF83DF'
compiling script '_inline:2:data/moves/specials/c19_5.xml.24EF83DF'
compiling graphic script 'data/characters/c19/render_character.lgs'
CHARACTER: #20
compiling script '_inline:1:data/moves/specials/c20_4.xml.298E85F'
compiling graphic script 'data/moves/scripts/c20_2.lgs'
compiling graphic script 'data/moves/scripts/c20_2a.lgs'
compiling graphic script 'data/characters/c20/render_character.lgs'
CHARACTER: Cell
compiling script '_inline:1:data/moves/specials/cell_4.xml.9710FC19'
compiling graphic script 'data/moves/scripts/cell_4.lgs'
compiling script '_inline:1:data/moves/specials/cell_3a.xml.ACE6ACB'
compiling graphic script 'data/moves/scripts/cell_3b.lgs'
compiling script '_inline:2:data/moves/specials/cell_3a.xml.ACE6ACB'
compiling graphic script 'data/moves/scripts/cell_3c.lgs'
compiling graphic script 'data/moves/scripts/cell_2.lgs'
compiling graphic script 'data/moves/scripts/cell_3a.lgs'
compiling graphic script 'data/moves/scripts/shield_5.lgs'
compiling graphic script 'data/characters/cell/render_character.lgs'
CHARACTER: Cell jr.
compiling graphic script 'data/moves/scripts/piccolo_4.lgs'
compiling game script 'data/game/move_transfercharge_a.lgs'
compiling graphic script 'data/moves/scripts/tien_2.lgs'
compiling graphic script 'data/moves/scripts/tien_2a.lgs'
compiling graphic script 'data/moves/scripts/tien_2c.lgs'
compiling graphic script 'data/moves/scripts/tien_2d.lgs'
compiling script '_inline:1:data/moves/specials/krillin_2.xml.274BCECB'
compiling graphic script 'data/moves/scripts/krillin_2a.lgs'
compiling graphic script 'data/characters/celljr/render_character.lgs'
CHARACTER: Chaozu
compiling script '_inline:1:data/moves/specials/chaozu_3.xml.92821B68'
compiling graphic script 'data/moves/scripts/tien_1.lgs'
compiling graphic script 'data/moves/scripts/chaozu_3a.lgs'
compiling graphic script 'data/moves/scripts/cell_3.lgs'
compiling graphic script 'data/moves/scripts/kiball_4.lgs'
compiling graphic script 'data/moves/scripts/fry_6.lgs'
compiling graphic script 'data/characters/chaozu/render_character.lgs'
CHARACTER: Dabura
compiling script '_inline:1:data/moves/specials/dabura_5.xml.80BAE946'
compiling graphic script 'data/moves/scripts/dabura_3.lgs'
compiling script '_inline:2:data/moves/specials/dabura_5.xml.80BAE946'
compiling graphic script 'data/moves/scripts/dabura_4b.lgs'
compiling script '_inline:1:data/moves/specials/dabura_4.xml.BDDAC0F6'
compiling game script 'data/corescripts/def_position.inc'
compiling graphic script 'data/moves/scripts/dabura_4a.lgs'
compiling script '_inline:1:data/moves/specials/dabura_3.xml.FFA1CE6'
compiling graphic script 'data/moves/scripts/dabura_4.lgs'
compiling script '_inline:1:data/moves/specials/dabura_2.xml.329A3556'
compiling graphic script 'data/moves/scripts/dabura_2.lgs'
compiling graphic script 'data/moves/scripts/dabura_1.lgs'
compiling graphic script 'data/moves/scripts/fry_12.lgs'
compiling graphic script 'data/characters/dabura/render_character.lgs'
CHARACTER: Daimao
compiling graphic script 'data/moves/scripts/krillin_4.lgs'
compiling script '_inline:1:data/moves/specials/daimao_4.xml.F02996FD'
compiling graphic script 'data/moves/scripts/krillin_4a.lgs'
compiling script '_inline:2:data/moves/specials/daimao_4.xml.F02996FD'
compiling game script 'data/game/move_transfercharge_b.lgs'
compiling graphic script 'data/moves/scripts/guldo_3.lgs'
compiling graphic script 'data/characters/daimao/daimao_renderscript.lgs'
CHARACTER: Dodoria
compiling script '_inline:1:data/moves/specials/dodoria_4.xml.AF251D42'
compiling script '_inline:1:data/moves/specials/freeza_3.xml.492C620E'
compiling graphic script 'data/moves/scripts/freeza_3.lgs'
compiling graphic script 'data/moves/scripts/dodoria_1.lgs'
compiling graphic script 'data/moves/scripts/dodoria_4.lgs'
compiling graphic script 'data/corescripts/def_wave.inc'
compiling graphic script 'data/characters/dodoria/render_character.lgs'
CHARACTER: EvilBuu
compiling script '_inline:1:data/moves/specials/ebuu_4.xml.6FDD128A'
compiling graphic script 'data/moves/scripts/ebuu_4a.lgs'
compiling script '_inline:2:data/moves/specials/ebuu_4.xml.6FDD128A'
compiling graphic script 'data/moves/scripts/ebuu_4.lgs'
compiling script '_inline:1:data/moves/specials/ebuu_3.xml.DDFDCE9A'
compiling graphic script 'data/moves/scripts/ebuu_3.lgs'
compiling script '_inline:2:data/moves/specials/ebuu_3.xml.DDFDCE9A'
compiling graphic script 'data/moves/scripts/ebuu_3a.lgs'
compiling graphic script 'data/moves/scripts/ebuu_2.lgs'
compiling graphic script 'data/characters/ebuu/render_character.lgs'
CHARACTER: Freeza
compiling script '_inline:1:data/moves/specials/freeza_4.xml.FB0CBE1E'
compiling graphic script 'data/moves/scripts/freeza_4.lgs'
compiling graphic script 'data/moves/scripts/freeza_1b.lgs'
compiling graphic script 'data/moves/scripts/freeza_2.lgs'
compiling graphic script 'data/moves/scripts/freeza_1.lgs'
compiling graphic script 'data/moves/scripts/kiball_8.lgs'
compiling graphic script 'data/characters/freeza/render_character.lgs'
CHARACTER: Ghost
compiling game script 'data/game/move_trap.lgs'
compiling graphic script 'data/moves/scripts/gotenks_2.lgs'
compiling graphic script 'data/moves/scripts/gotenks_2a.lgs'
compiling graphic script 'data/moves/scripts/gotenks_3.lgs'
compiling graphic script 'data/moves/scripts/gotenks_3a.lgs'
compiling graphic script 'data/moves/scripts/fry_4.lgs'
compiling graphic script 'data/moves/scripts/kiball_10.lgs'
compiling graphic script 'data/characters/ghost/render_character.lgs'
CHARACTER: Ginyu
compiling script '_inline:1:data/moves/specials/ginyu_4.xml.5E8E0746'
compiling graphic script 'data/moves/scripts/ginyu_5.lgs'
compiling graphic script 'data/moves/scripts/ginyu_2.lgs'
compiling graphic script 'data/moves/scripts/_rush_auracolor.lgs'
compiling graphic script 'data/characters/ginyu/render_character.lgs'
CHARACTER: Gohan
compiling script '_inline:1:data/moves/specials/gohan_4.xml.EA0DEC21'
compiling game script 'data/game/move_masenko.lgs'
compiling graphic script 'data/moves/scripts/piccolo_2.lgs'
compiling graphic script 'data/moves/scripts/gohan_3.lgs'
compiling graphic script 'data/moves/scripts/_auraball.lgs'
compiling graphic script 'data/moves/scripts/fry_angry.lgs'
compiling graphic script 'data/characters/gohan/render_character.lgs'
CHARACTER: Goku
compiling script '_inline:1:data/moves/specials/goku_4.xml.F35606F9'
compiling graphic script 'data/moves/scripts/goku_4.lgs'
compiling graphic script 'data/moves/scripts/goku_3a.lgs'
compiling script '_inline:1:data/moves/specials/goku_3.xml.4176DAE9'
compiling graphic script 'data/moves/scripts/goku_3.lgs'
compiling script '_inline:1:data/moves/specials/goku_5.xml.CE362F49'
compiling graphic script 'data/moves/scripts/goku_5.lgs'
compiling script '_inline:2:data/moves/specials/goku_5.xml.CE362F49'
compiling graphic script 'data/moves/scripts/piccolo_1b.lgs'
compiling graphic script 'data/moves/scripts/kiball_9.lgs'
compiling graphic script 'data/characters/goku/render_character.lgs'
CHARACTER: Gotenks
compiling graphic script 'data/moves/scripts/_shotgun_auracolor.lgs'
compiling graphic script 'data/characters/gotenks/render_character.lgs'
CHARACTER: Guldo
compiling script '_inline:1:data/moves/specials/guldo_4.xml.69FAA9DC'
compiling graphic script 'data/moves/scripts/leena_4.lgs'
compiling script '_inline:1:data/moves/specials/guldo_3.xml.DBDA75CC'
compiling graphic script 'data/moves/scripts/shield_time.lgs'
compiling script '_inline:1:data/moves/specials/shield_time.xml.A80A3AAC'
compiling graphic script 'data/moves/scripts/fry_sonic.lgs'
compiling graphic script 'data/moves/scripts/shield_timea.lgs'
compiling graphic script 'data/characters/guldo/render_character.lgs'
CHARACTER: Jheese
compiling script '_inline:1:data/moves/specials/jheese_4.xml.595F50E8'
compiling script '_inline:1:data/moves/specials/jheese_3.xml.EB7F8CF8'
compiling graphic script 'data/moves/scripts/jheese_3.lgs'
compiling graphic script 'data/moves/scripts/jheese_2.lgs'
compiling graphic script 'data/characters/jheese/render_character.lgs'
CHARACTER: Khameli Sensai
compiling script '_inline:1:data/characters/kakashi/moves/kakashi_4.xml.1C4A38A4'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_1.lgs'
compiling game script 'data/characters/kakashi/gamescripts/move_paperbomb.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_4a.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_4.lgs'
compiling game script 'data/characters/kakashi/gamescripts/move_controlled.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_3.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_3a.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_shurikenb.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_1a.lgs'
compiling game script 'data/game/move_cone.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_1b.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_fry.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_2a.lgs'
compiling game script 'data/characters/kakashi/gamescripts/Move-chidori.lgs'
compiling game script 'data/characters/kakashi/gamescripts/move_at_player.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_2.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_reflect.lgs'
compiling game script 'data/characters/kakashi/gamescripts/shadow.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_shield.lgs'
compiling graphic script 'data/characters/kakashi/scripts/kakashi_shuriken.lgs'
compiling graphic script 'data/characters/kakashi/render_character.lgs'
CHARACTER: Krillin
compiling script '_inline:1:data/moves/specials/krillin_4.xml.A80B3B6B'
compiling script '_inline:2:data/moves/specials/krillin_4.xml.A80B3B6B'
compiling graphic script 'data/moves/scripts/krillin_3.lgs'
compiling script '_inline:1:data/moves/specials/krillin_3.xml.1A2BE77B'
compiling script '_inline:1:data/moves/specials/krillin_5.xml.956B12DB'
compiling graphic script 'data/moves/scripts/_bola.lgs'
compiling graphic script 'data/characters/krillin/render_character.lgs'
CHARACTER: Leena Inverse
compiling script '_inline:1:data/moves/specials/leena_5.xml.3D49570E'
compiling graphic script 'data/moves/scripts/leena_5.lgs'
compiling script '_inline:2:data/moves/specials/leena_5.xml.3D49570E'
compiling script '_inline:1:data/moves/specials/leena_4.xml.297EBE'
compiling script '_inline:1:data/moves/specials/leena_3.xml.B209A2AE'
compiling graphic script 'data/moves/scripts/leena_3.lgs'
compiling script '_inline:1:data/moves/specials/leena_2.xml.8F698B1E'
compiling graphic script 'data/moves/scripts/leena_2b.lgs'
compiling graphic script 'data/moves/scripts/leena_1.lgs'
compiling script '_inline:1:data/moves/specials/leena_1.xml.C8C9F1CE'
compiling graphic script 'data/characters/leena/render_character.lgs'
CHARACTER: loozzer
compiling script '_inline:1:data/moves/include/class_zeroline.xml.161DD61E'
compiling script '_inline:2:data/moves/include/class_zeroline.xml.161DD61E'
compiling script '_inline:3:data/moves/include/class_zeroline.xml.161DD61E'
compiling script '_inline:4:data/moves/include/class_zeroline.xml.161DD61E'
compiling script '_inline:5:data/moves/include/class_zeroline.xml.161DD61E'
compiling script '_inline:6:data/moves/include/class_zeroline.xml.161DD61E'
compiling script '_inline:7:data/moves/include/class_zeroline.xml.161DD61E'
compiling graphic script 'data/moves/scripts/_cooldownbigball.lgs'
compiling script '_inline:1:data/characters/loozzer/moves/zero.xml.505F2C37'
compiling script '_inline:1:data/characters/loozzer/moves/class_melee.xml.3A3C1EB8'
compiling script '_inline:2:data/characters/loozzer/moves/class_melee.xml.3A3C1EB8'
compiling graphic script 'data/characters/loozzer/render_character.lgs'
CHARACTER: MajinBuu
compiling graphic script 'data/moves/scripts/mbuu_4.lgs'
compiling graphic script 'data/moves/scripts/mbuu_3a.lgs'
compiling graphic script 'data/moves/scripts/mbuu_3.lgs'
compiling graphic script 'data/moves/scripts/mbuu_3b.lgs'
compiling graphic script 'data/moves/scripts/mbuu_2.lgs'
compiling script '_inline:1:data/moves/specials/mbuu_5.xml.416A7BCE'
compiling graphic script 'data/moves/scripts/kiball_5.lgs'
compiling graphic script 'data/characters/mbuu/render_character.lgs'
CHARACTER: MightyMask
compiling graphic script 'data/moves/scripts/trunks_2.lgs'
compiling graphic script 'data/moves/scripts/mightymask_1.lgs'
compiling graphic script 'data/characters/MightyMask/render_character.lgs'
CHARACTER: Nappa
compiling graphic script 'data/moves/scripts/nappa_5a.lgs'
compiling graphic script 'data/moves/scripts/nappa_5.lgs'
compiling game script 'data/game/move_earth.lgs'
compiling graphic script 'data/moves/scripts/nappa_4.lgs'
compiling game script 'data/game/move_mine.lgs'
compiling graphic script 'data/moves/scripts/nappa_3.lgs'
compiling script '_inline:1:data/moves/specials/nappa_3.xml.6CE89F32'
compiling graphic script 'data/moves/scripts/nappa_3a.lgs'
compiling graphic script 'data/moves/scripts/nappa_1.lgs'
compiling graphic script 'data/moves/scripts/kiball_6.lgs'
compiling graphic script 'data/characters/nappa/render_character.lgs'
CHARACTER: Piccolo
compiling graphic script 'data/moves/scripts/piccolo_3.lgs'
compiling graphic script 'data/moves/scripts/piccolo_1a.lgs'
compiling graphic script 'data/moves/scripts/piccolo_1.lgs'
compiling game script 'data/game/move_kimine.lgs'
compiling graphic script 'data/moves/scripts/fry_5.lgs'
compiling graphic script 'data/characters/piccolo/render_character.lgs'
CHARACTER: Mr.Popo
compiling script '_inline:1:data/moves/specials/popo_4.xml.D45B7295'
compiling graphic script 'data/moves/scripts/popo_2.lgs'
compiling script '_inline:2:data/moves/specials/popo_4.xml.D45B7295'
compiling script '_inline:3:data/moves/specials/popo_4.xml.D45B7295'
compiling script '_inline:4:data/moves/specials/popo_4.xml.D45B7295'
compiling graphic script 'data/moves/scripts/popo_3.lgs'
compiling script '_inline:1:data/moves/specials/popo_1.xml.1CBBFDE5'
compiling script '_inline:2:data/moves/specials/popo_1.xml.1CBBFDE5'
compiling game script 'data/game/move_rush_horizontal.lgs'
compiling graphic script 'data/moves/scripts/popo_1a.lgs'
compiling graphic script 'data/moves/scripts/fry_11.lgs'
compiling graphic script 'data/characters/popo/render_character.lgs'
CHARACTER: Raditz
compiling graphic script 'data/moves/scripts/raditz_2.lgs'
compiling graphic script 'data/moves/scripts/raditz_1.lgs'
compiling graphic script 'data/characters/raditz/render_character.lgs'
CHARACTER: Recoome
compiling graphic script 'data/moves/scripts/reaccome_5.lgs'
compiling script '_inline:1:data/moves/specials/reacoome_3.xml.7CAEC76'
compiling script '_inline:2:data/moves/specials/reacoome_3.xml.7CAEC76'
compiling script '_inline:3:data/moves/specials/reacoome_3.xml.7CAEC76'
compiling graphic script 'data/moves/scripts/yamcha_2b.lgs'
compiling graphic script 'data/moves/scripts/reaccome_4.lgs'
compiling graphic script 'data/moves/scripts/reaccome_1.lgs'
compiling graphic script 'data/characters/reacoome/render_character.lgs'
CHARACTER: Saibaman
compiling graphic script 'data/moves/scripts/fry_9.lgs'
compiling graphic script 'data/moves/scripts/shield_4.lgs'
compiling graphic script 'data/characters/saibaman/render_character.lgs'
CHARACTER: SonBra
compiling graphic script 'data/moves/scripts/sonbra_4.lgs'
compiling script '_inline:1:data/moves/specials/sonbra_3.xml.F791FCA5'
compiling script '_inline:2:data/moves/specials/sonbra_3.xml.F791FCA5'
compiling script '_inline:3:data/moves/specials/sonbra_3.xml.F791FCA5'
compiling script '_inline:4:data/moves/specials/sonbra_3.xml.F791FCA5'
compiling script '_inline:5:data/moves/specials/sonbra_3.xml.F791FCA5'
compiling graphic script 'data/moves/scripts/sonbra_2.lgs'
compiling graphic script 'data/moves/scripts/vegetto_1.lgs'
compiling graphic script 'data/characters/sonbra/render_character.lgs'
CHARACTER: SunWukong
compiling script '_inline:1:data/moves/specials/sunwukong_4.xml.1F1674D2'
compiling graphic script 'data/moves/scripts/sunwukong_1.lgs'
compiling game script 'data/game/move_unpredictable.lgs'
compiling graphic script 'data/moves/scripts/sunwukong_3.lgs'
compiling graphic script 'data/moves/scripts/sunwukong_2.lgs'
compiling graphic script 'data/moves/scripts/sunwukong_1a.lgs'
compiling graphic script 'data/moves/scripts/sunwukong_fry.lgs'
compiling graphic script 'data/characters/sunwukong/render_character.lgs'
CHARACTER: Tien
compiling script '_inline:1:data/moves/specials/tien_4.xml.3C869F9E'
compiling graphic script 'data/moves/scripts/tien_4.lgs'
compiling graphic script 'data/moves/scripts/tien_3.lgs'
compiling script '_inline:1:data/moves/specials/tien_2.xml.B3C66A3E'
compiling script '_inline:1:data/moves/specials/tien_5.xml.1E6B62E'
compiling graphic script 'data/moves/scripts/fry_7.lgs'
compiling graphic script 'data/characters/tien/render_character.lgs'
CHARACTER: Trunks
compiling script '_inline:1:data/moves/specials/trunks_3.xml.4CA4B20A'
compiling graphic script 'data/moves/scripts/trunks_3.lgs'
compiling graphic script 'data/moves/scripts/trunks_1a.lgs'
compiling graphic script 'data/moves/scripts/trunks_1.lgs'
compiling graphic script 'data/moves/scripts/trunks_7.lgs'
compiling graphic script 'data/moves/scripts/trunks_6.lgs'
compiling graphic script 'data/moves/scripts/trunks_6a.lgs'
compiling graphic script 'data/moves/scripts/trunks_4.lgs'
compiling graphic script 'data/characters/trunks/render_character.lgs'
CHARACTER: Vegeta
compiling script '_inline:1:data/moves/specials/vegeta_4.xml.61A640A5'
compiling graphic script 'data/moves/scripts/vegeta_4a.lgs'
compiling script '_inline:2:data/moves/specials/vegeta_4.xml.61A640A5'
compiling graphic script 'data/moves/scripts/vegeta_3.lgs'
compiling graphic script 'data/moves/scripts/vegeta_2a.lgs'
compiling graphic script 'data/moves/scripts/vegeta_3a.lgs'
compiling graphic script 'data/moves/scripts/vegeta_2.lgs'
compiling graphic script 'data/moves/scripts/vegeta_1.lgs'
compiling graphic script 'data/characters/vegeta/render_character.lgs'
CHARACTER: Vegetto#16
compiling script '_inline:1:data/moves/specials/vegetto_4.xml.DB123657'
compiling script '_inline:2:data/moves/specials/vegetto_4.xml.DB123657'
compiling graphic script 'data/moves/scripts/vegetto_3a.lgs'
compiling graphic script 'data/moves/scripts/vegetto_4.lgs'
compiling graphic script 'data/moves/scripts/vegetto_2.lgs'
compiling graphic script 'data/moves/scripts/vegetto_5.lgs'
compiling graphic script 'data/characters/vegetto16/render_character.lgs'
CHARACTER: Yamcha
compiling graphic script 'data/moves/scripts/yamcha_4.lgs'
compiling script '_inline:1:data/moves/specials/yamcha_3.xml.5EE7BD61'
compiling graphic script 'data/moves/scripts/yamcha_2a.lgs'
compiling script '_inline:2:data/moves/specials/yamcha_3.xml.5EE7BD61'
compiling graphic script 'data/moves/scripts/yamcha_3.lgs'
compiling graphic script 'data/moves/scripts/fry_8.lgs'
compiling graphic script 'data/moves/scripts/fry_8a.lgs'
compiling graphic script 'data/characters/yamcha/render_character.lgs'
CHARACTER: Zarbon
compiling graphic script 'data/moves/scripts/zarbon_4.lgs'
compiling graphic script 'data/corescripts/def_newshockwave.inc'
compiling graphic script 'data/moves/scripts/zarbon_4a.lgs'
compiling graphic script 'data/moves/scripts/zarbon_3.lgs'
compiling graphic script 'data/moves/scripts/zarbon_1a.lgs'
compiling graphic script 'data/moves/scripts/zarbon_1.lgs'
compiling graphic script 'data/characters/zarbon/render_character.lgs'
selecting default chars.
indexing textures.

******************************************** DEBUG: ********************************************

Version 8684 crashed :(
Watches:
g_NumOpenFiles==2
NUMPLAYERS==3
g_numCrashes==1
g_numStartups==1
g_numShutdowns==0
g_numGamesStarted==0
g_numGamesExited==0
Watches done.
Memory protection error in:



************************************************************************************************
Connection receive timed out

MessageBox: [!!!CRASH!!!

Engine wrote a file 'C:/Documents and Settings/Sid Swyers/My Documents/LBZ ALPHA Game Data/cb9runtimelog.txt' with debugging info.
This file has been uploaded to the developer so the error can be solved.
]

CB9 WINDOWS build 8684 stopping....
SOUNDS: stopping: deleting 82 sounds.
MODELS: stopping: deleting 26 remaining models.
NET: stopping
TEXTURES: stopping: deleting 521 textures.
VMREGSYNC: stopping
SCRIPTS: stopping: deleted 531 scripts.
CACHE: stopping
VFS: stopping
VFS: Cleaning up temp folder.
SDL: stopping
CONSOLE: stoppping


if you can plz help me fix this so i can play the game thank you


Thu Apr 05, 2012 4:52 pm
Profile
Lemming Spermcel

Joined: Tue Jul 31, 2012 8:22 pm
Posts: 2
Post Re: hi crash error file fix
Same here :(


Tue Jul 31, 2012 8:31 pm
Profile
Cocooned Lemming
User avatar

Joined: Tue Apr 01, 2008 9:44 am
Posts: 191
Location: Stockholm, Sweden
Post Re: hi crash error file fix
rilkys wrote:
Same here :(


What are the specs on your computer? Like memory, graphics card and processor? As much info as possible please.

_________________
When passenger of foot heave in sight, tootle the horn. Trumpet him melodiously at first, but if he still obstacles your passage then tootle him with vigor.


Tue Jul 31, 2012 8:39 pm
Profile
Lemming Spermcel

Joined: Tue Jul 31, 2012 8:22 pm
Posts: 2
Post Re: hi crash error file fix
Wishmaker wrote:
rilkys wrote:
Same here :(


What are the specs on your computer? Like memory, graphics card and processor? As much info as possible please.


my pc bad :(

Processor: Genuine Intel(R) CPU T1300 @ 1.66GHz
Memory: 1014MB RAM
Video Card: Intel(R) GMA 950
:( need my

my log

....
compiling graphic script 'data/moves/scripts/yamcha_3.lgs'
compiling graphic script 'data/moves/scripts/fry_8.lgs'
compiling graphic script 'data/moves/scripts/fry_8a.lgs'
compiling graphic script 'data/characters/yamcha/render_character.lgs'
CHARACTER: Zarbon
compiling graphic script 'data/moves/scripts/zarbon_4.lgs'
compiling graphic script 'data/corescripts/def_newshockwave.inc'
compiling graphic script 'data/moves/scripts/zarbon_4a.lgs'
compiling graphic script 'data/moves/scripts/zarbon_3.lgs'
compiling graphic script 'data/moves/scripts/zarbon_1a.lgs'
compiling graphic script 'data/moves/scripts/zarbon_1.lgs'
compiling graphic script 'data/characters/zarbon/render_character.lgs'
selecting default chars.
indexing textures.

******************************************** DEBUG: ********************************************

Version 8697 crashed :(
Watches:
g_NumOpenFiles==1
NUMPLAYERS==3
g_numCrashes==1
g_numStartups==1
g_numShutdowns==0
g_numGamesStarted==0
g_numGamesExited==0
Watches done.
Memory protection error in:

Thread: 3156 crashed in takeGameTimeStep (263). Backtrace:
#1: File:"lbzsrc/game.cpp" function:"takeGameTimeStep" line:263 ->
#2: File:"lbzsrc/game.cpp" function:"advanceGameVars" line:810 ->
#3: File:"lbzsrc/SDL_init.cpp" function:"GameLoop" line:460 ->
#4: File:"lbzsrc/main.cpp" function:"CB9_main" line:111 ->



************************************************************************************************
Connection receive timed out

MessageBox: [!!!CRASH!!!

Engine wrote a file 'C:/Documents and Settings/Admin/My Documents/LBZ ALPHA Game Data/cb9runtimelog.txt' with debugging info.
This file has been uploaded to the developer so the error can be solved.
]

CB9 WINDOWS build 8697 stopping....
SOUNDS: stopping: deleting 87 sounds.
MODELS: stopping: deleting 47 remaining models.
NET: stopping
TEXTURES: stopping: deleting 589 textures.
VMREGSYNC: stopping
SCRIPTS: stopping: deleted 626 scripts.
CACHE: stopping
VFS: stopping
VFS: Cleaning up temp folder.
SDL: stopping
CONSOLE: stoppping


Tue Jul 31, 2012 11:52 pm
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Cocooned Lemming
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Joined: Tue Apr 01, 2008 9:44 am
Posts: 191
Location: Stockholm, Sweden
Post Re: hi crash error file fix
Okay, you have an intel graphics card which might be a bit problematic (they are not officially supported by LBZ). I'd recommend you to check if you have the most recent drivers for the card (and obviously, update if you don't) and try again. I can't guarantee that it'll work though, it might be that the card simply can't handle the game, atleast that's what it looks like to me.

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Wed Aug 01, 2012 12:26 am
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Cocooned Lemming
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Joined: Thu Jul 21, 2011 5:43 pm
Posts: 174
Location: Bangalore, India
Post Re: hi crash error file fix
According to this Wikipedia article, the Intel GMA 950 doesn't meet one of the criteria for running LBZ-Alpha - it doesn't support OpenGL 2.0. So, your PC (which I assume is a regular laptop?) probably won't be able to run LBZ even with the proper drivers.

Here's the Intel Drive Update Utility, in any case. I also hear that the game engine has been modified recently to be more friendly towards low-specifications machines. So, just try updating your drivers and see what happens.

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Wed Aug 01, 2012 7:41 pm
Profile YIM WWW
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Joined: Sat Feb 23, 2008 6:19 pm
Posts: 783
Location: The Netherlands->Groningen->Bedum
Post Re: hi crash error file fix
run the game with --backup-renderer switch should work!

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Thu Aug 02, 2012 4:11 pm
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