Hello there!
As the title says im having trouble starting the game boiling point - road to hell. Whenever I try to start the game, my computer semi-freezes, means I cannot use my mouse as long as the process 'xenus.exe' (which is the game) is running. The game stops before entering the main menu with an error, according to the crash.txt, this is what causes it:
I have tried several things to get this sorted out, which all ended in a dead end (will keep up-to-date):
- Updating the game to the oldest version
- Replacing the .exe which starts the game with a NOCD/DVD crack.
- Editing the DX8RENDER.DLL to fit to widescreen (although im having 16:9 and I edited it the way shown here: View topic - BOILING POINT: Road to Hell - 21:9 Fix(d) | WSGF). The result was the same
My System specs are (maybe an admin edits it to unlock the readability? :>):
Things I have thought of but couldn't try (will keep up-to-date):
- Assigning the process only one core. I couldn't do it since the game loading and crashing is too fast overall, once I start the game my graphic card adjusts the resolution, then I jump into the loading screen and once it is done loading (within approx 3-5 secs) the game crashes and semi-freezes.
I hope I didn't miss anything so far, would appreciate any help I could get.
As the title says im having trouble starting the game boiling point - road to hell. Whenever I try to start the game, my computer semi-freezes, means I cannot use my mouse as long as the process 'xenus.exe' (which is the game) is running. The game stops before entering the main menu with an error, according to the crash.txt, this is what causes it:
Code:
Xenus.exe caused an EXCEPTION_ACCESS_VIOLATION in module DX8RENDER.DLL at 0023:610464F1, VITALENGINE::TIndexBufferFactory::AllocateIBSpace()+0449 byte(s), d:\ve_sdk2\dx8render\ibfactory.cpp, line 0148+0006 byte(s)
Registers:
EAX=00000000 EBX=0A147E00 ECX=090AAA98 EDX=00000000 ESI=610B7FF4
EDI=090AAA20 EBP=000001B9 ESP=0D9ED8B0 EIP=610464F1 FLG=00010246
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
Call stack:
0023:610464F1 (0x000001B9 0x0D9ED904 0x0D9ED900 0x0A147EF8) DX8RENDER.DLL, VITALENGINE::TIndexBufferFactory::AllocateIBSpace()+0449 byte(s), d:\ve_sdk2\dx8render\ibfactory.cpp, line 0148+0006 byte(s)
0023:610403ED (0x0E640348 0x00000000 0x6903C418 0x0E640348) DX8RENDER.DLL, VITALENGINE::TRenderDrawList_MP::TRenderDrawList_MP()+1101 byte(s), d:\ve_sdk2\dx8render\drawlist2.cpp, line 0705
0023:6104294E (0x0E640348 0x0A1E0B70 0x0D9EE280 0x7573110C) DX8RENDER.DLL, Render_CreateDrawList_MP()+0030 byte(s), d:\ve_sdk2\dx8render\drawlist2.cpp, line 2395+0030 byte(s)
0023:6903C418 (0x0A1E0B70 0x00000015 0x0A1BE230 0x0E532858) verender2.dll, VITALENGINE::TRF2Model::TRF2Model()+1272 byte(s), d:\ve_sdk2\verender2\rf2cache.cpp, line 1164
0023:69046F62 (0x07E70B6C 0x690199F8 0x07E70A88 0x06D1EE28) verender2.dll, VITALENGINE::LoadRF2Model()+0178 byte(s), d:\ve_sdk2\verender2\rf2cache.cpp, line 5172+0040 byte(s)
0023:6901DE97 (0x07E70A88 0x06D1EE28 0x00000000 0x06610000) verender2.dll, VITALENGINE::TRF2ModelInstance::GetPartsCount()+0023 byte(s), d:\ve_sdk2\verender2\trf2modelinstance.cpp, line 0352
0023:690199F8 (0x06D1EE18 0x07E70B6C 0x0A1CFD60 0x0000104D) verender2.dll, VITALENGINE::TGeomObject::SetModels()+1176 byte(s), d:\ve_sdk2\verender2\tgeomobject.cpp, line 0299+0016 byte(s)
0023:6901947E (0x06D1EE18 0x0A1CFD60 0x656C6F64 0x07E70A88) verender2.dll, VITALENGINE::TGeomObject::TGeomObject()+0302 byte(s), d:\ve_sdk2\verender2\tgeomobject.cpp, line 0086
0023:69017B24 (0x07E70B6C 0x06D1EE18 0x00000000 0x0A19E0A0) verender2.dll, VITALENGINE::CreateWorldObject()+0420 byte(s), d:\ve_sdk2\verender2\robjects.cpp, line 0195+0040 byte(s)
0023:6904C4BB (0x0E605418 0x0000000F 0x0000000F 0x69059751) verender2.dll, VITALENGINE::TLevel::ThreadCache()+3947 byte(s), d:\ve_sdk2\verender2\tlevel.cpp, line 0817
0023:6904B1CE (0x0E605418 0x00000000 0x00000000 0x0A19DF70) verender2.dll, VITALENGINE::TLevel_SecondThreadFunc()+0094 byte(s), d:\ve_sdk2\verender2\tlevel.cpp, line 0257
0023:69059751 (0x0A19DF70 0x0D9EFFD4 0x77159ED2 0x0A19DF70) verender2.dll, _threadstartex()+0111 byte(s), f:\vs70builds\3077\vc\crtbld\crt\src\threadex.c, line 0241+0006 byte(s)
0023:757333CA (0x0A19DF70 0x7A9A3DDE 0x00000000 0x00000000) kernel32.dll
0023:77159ED2 (0x690596E2 0x0A19DF70 0x00000000 0x00000000) ntdll.dll
0023:77159EA5 (0x690596E2 0x0A19DF70 0x00000000 0x110E001A) ntdll.dll
- Updating the game to the oldest version
- Replacing the .exe which starts the game with a NOCD/DVD crack.
- Editing the DX8RENDER.DLL to fit to widescreen (although im having 16:9 and I edited it the way shown here: View topic - BOILING POINT: Road to Hell - 21:9 Fix(d) | WSGF). The result was the same
My System specs are (maybe an admin edits it to unlock the readability? :>):
HTML:
<table>
<tr>
<td>OS:</td>
<td>Windows 7 Professional 64-bit SP1</td>
</tr>
<tr>
<td>Processor:</td>
<td>Intel(R) Core(TM) i5-3470 CPU @3.20GHz</td>
</tr>
<tr>
<td>RAM:</td>
<td>8.00 GB</td>
</tr>
<tr>
<td>Graphics:</td>
<td>NVIDIA GeForce GTX 660 Ti</td>
</tr>
<tr>
<td>Motherboard:</td>
<td>ASUSTeK COMPUTER INC. H61M-C</td>
</tr>
</table>
- Assigning the process only one core. I couldn't do it since the game loading and crashing is too fast overall, once I start the game my graphic card adjusts the resolution, then I jump into the loading screen and once it is done loading (within approx 3-5 secs) the game crashes and semi-freezes.
I hope I didn't miss anything so far, would appreciate any help I could get.