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Installed it on my iPad first gen -> CTD
I closed all apps and restarted the iPad but no chance, still crashing every time at the same point.
It loads the "powered by" screen then it loads on the next screen until the bar reaches the end of the second "n" of "online".
I closed all apps and restarted the iPad but no chance, still crashing every time at the same point.
It loads the "powered by" screen then it loads on the next screen until the bar reaches the end of the second "n" of "online".
People need to learn to read, seriously.
iPad one is too newby for VO :(
But it runs on your PC!
But it runs on your PC!
How did you install it on your iPad 1!? We're under the impression that it's not installable through the app store on incompatible devices.
I wonder if that's possible, as other games have had similar problems... You might have to require iOS 6 or something to truly exclude iPad 1's (or something even more goofy like requiring a camera or something). At least you could quickly add it in the game description on the App Store.
We have now added the iPad2 requirement to the top of the App Store description.
We're also trying to emergency config changes that might make it actually run on an iPad1 (but we don't have a test device, so we can't be sure). Even if it does work, however, it will never be an officially supported config; we're just trying to mitigate the problem for iPad1 owners the best that we can, to give them some value for their purchase.
We're also trying to emergency config changes that might make it actually run on an iPad1 (but we don't have a test device, so we can't be sure). Even if it does work, however, it will never be an officially supported config; we're just trying to mitigate the problem for iPad1 owners the best that we can, to give them some value for their purchase.
@devs
Maybe add an option at startup to reduce the graphics quality, so the memory usage should be less.
And if you do not find a solution, you are not to blame, it is Apple.
They knew when they developed the iPad1, that the memory wouldn't be sufficient and would cause problems. They could easily have given the first iPad more ram and a better CPU, but hey, early adopters are idiots and they need something they could buy in the future, so let's cripple that thing a bit...
Once, when I had to send my iPad in for service, I asked them if it could be possible to get a newer iPad and that I would pay the difference. No way... They could lose a future profit...
Ok, back 2 topic. I have approx. 120 Mb free Ram when I start VO. My device is jail broken, but not for piracy purposes! Every app was acquired legally.
I know, that it is possible to remove some background services, which aren't necessary or which you only need, when you use special apps. I once found an how2, where was described which you could remove to gsin more free ram without doing any harm. ->> http://www.ifans.com/forums/threads/speed-up-your-ios-device-by-removing-launch-daemons-background-processes.364957/
So my question is, how much ram do you need to run the app as it is at the moment?
I have a testflight account, so if you need me to test the config or whatever, just drop me a line.
Maybe add an option at startup to reduce the graphics quality, so the memory usage should be less.
And if you do not find a solution, you are not to blame, it is Apple.
They knew when they developed the iPad1, that the memory wouldn't be sufficient and would cause problems. They could easily have given the first iPad more ram and a better CPU, but hey, early adopters are idiots and they need something they could buy in the future, so let's cripple that thing a bit...
Once, when I had to send my iPad in for service, I asked them if it could be possible to get a newer iPad and that I would pay the difference. No way... They could lose a future profit...
Ok, back 2 topic. I have approx. 120 Mb free Ram when I start VO. My device is jail broken, but not for piracy purposes! Every app was acquired legally.
I know, that it is possible to remove some background services, which aren't necessary or which you only need, when you use special apps. I once found an how2, where was described which you could remove to gsin more free ram without doing any harm. ->> http://www.ifans.com/forums/threads/speed-up-your-ios-device-by-removing-launch-daemons-background-processes.364957/
So my question is, how much ram do you need to run the app as it is at the moment?
I have a testflight account, so if you need me to test the config or whatever, just drop me a line.
We just released an update that reduces the texture quality on first run for iPad 1 which should reduce the memory requirements. Cromwell, give it a try and let us know your experience. If VO still dies, please say when it dies like you did in the first post of this thread.
(it may require reinstalling VO to get it to use the new default settings, depending on what point VO was crashing.)
(it may require reinstalling VO to get it to use the new default settings, depending on what point VO was crashing.)
Oh sweet. I'm going to go torture my test iPad w/VO now :D
Edit: Apparently my FAiLpad is an iPad2,1. So the game runs great on it.
Edit: Apparently my FAiLpad is an iPad2,1. So the game runs great on it.
I also have an iPad 1. Downloaded it from the app store, installed it. Of course, it fails every time I try to run it, with no fault shown. OK, not for iPad 1. But it is downloadable and installable, apparently.
Ok, it crashes a little bit earlier now. Maybe two millimetres. :)
But now I can provide the "errors.log". I found the app id with "sb-settings" and with iFile I located the app dir.
---------------------------------------------------------------
No signal handler support for iOS.
archive returned 0
Using singlethreaded rendering.
Using 0 physics worker threads.
GKOpenALSoundDriver alcMakeContextCurrent successful
GKOpenALSoundDriver::Init finished
[Fri Apr 19 01:56:47 2013] load_sample_ogg: Couldn't open sound/mission.updated.ogg (mission.updated)
[Fri Apr 19 01:56:47 2013] load_sample: Couldn't open sound/mission.updated.ogg (mission.updated)
[Fri Apr 19 01:56:47 2013] load_sample_ogg: Couldn't open sound/nfz.warning.enter.ogg (nfz.warning.enter)
[Fri Apr 19 01:56:47 2013] load_sample: Couldn't open sound/nfz.warning.enter.ogg (nfz.warning.enter)
[Fri Apr 19 01:56:47 2013] load_sample_ogg: Couldn't open sound/nfz.warning.leave.ogg (nfz.warning.leave)
[Fri Apr 19 01:56:47 2013] load_sample: Couldn't open sound/nfz.warning.leave.ogg (nfz.warning.leave)
----------------------------------------------------------------
There was another log file, but I think that is for informational use and not for errors.
Good "old" OpenGL :) Reminds me of GLQuake, when you tried to tweak the settings to get the best possible visuals with playable frames per second... When I remember it correctly, I bought a 3DFX Voodoo 3 2000 for playing Quake Teamfortress online over Quakeworld.
OK, I know what I will try this WE. Retrogaming online if I find some Servers for Quake TF :D
----------------------------------------------------------------
[Fri Apr 19 01:56:12 2013]
Vendor: Imagination Technologies
Renderer: PowerVR SGX 535
Version: OpenGL ES 2.0 IMGSGX535-63.24
Extensions: GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_texture_lod GL_EXT_texture_filter_anisotropic GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc
GL_VIEWPORT: (0,0) - (1024,768)
GL_MAX_TEXTURE_IMAGE_UNITS: 8
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 0
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 8
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2048
GL_MAX_RENDERBUFFER_SIZE: 2048
GL_MAX_VERTEX_ATTRIBS: 16
GL_MAX_VARYING_VECTORS: 8
GL_MAX_VERTEX_UNIFORM_VECTORS: 128
GL_MAX_FRAGMENT_UNIFORM_VECTORS: 64
GL_SUBPIXEL_BITS: 4
GL_MAX_VIEWPORT_DIMS: 2048
GL_ALIASED_LINE_WIDTH_RANGE: 1.000000 - 16.000000
GL_ALIASED_POINT_SIZE_RANGE: 1.000000 - 511.000000
GL_MAX_TEXTURE_MAX_ANISOTROPY: 2.000000
GL_SAMPLE_BUFFERS: 0
GL_SAMPLES: 0
GL_SHADER_COMPILER: 1
GL_NUM_SHADER_BINARY_FORMATS: 0
GL_NUM_COMPRESSED_TEXTURE_FORMATS: 4
0x00008c00
0x00008c01
0x00008c02
0x00008c03
Using GL_DEPTH_COMPONENT24_OES
Using 1024x768x16bit render target
Using depth renderbuffer
Using 1024x768x16bit render target
viewport: 1024x768, (diff = 0x0)
----------------------------------------------------------------------
Btw... What are .rlb files?
But now I can provide the "errors.log". I found the app id with "sb-settings" and with iFile I located the app dir.
---------------------------------------------------------------
No signal handler support for iOS.
archive returned 0
Using singlethreaded rendering.
Using 0 physics worker threads.
GKOpenALSoundDriver alcMakeContextCurrent successful
GKOpenALSoundDriver::Init finished
[Fri Apr 19 01:56:47 2013] load_sample_ogg: Couldn't open sound/mission.updated.ogg (mission.updated)
[Fri Apr 19 01:56:47 2013] load_sample: Couldn't open sound/mission.updated.ogg (mission.updated)
[Fri Apr 19 01:56:47 2013] load_sample_ogg: Couldn't open sound/nfz.warning.enter.ogg (nfz.warning.enter)
[Fri Apr 19 01:56:47 2013] load_sample: Couldn't open sound/nfz.warning.enter.ogg (nfz.warning.enter)
[Fri Apr 19 01:56:47 2013] load_sample_ogg: Couldn't open sound/nfz.warning.leave.ogg (nfz.warning.leave)
[Fri Apr 19 01:56:47 2013] load_sample: Couldn't open sound/nfz.warning.leave.ogg (nfz.warning.leave)
----------------------------------------------------------------
There was another log file, but I think that is for informational use and not for errors.
Good "old" OpenGL :) Reminds me of GLQuake, when you tried to tweak the settings to get the best possible visuals with playable frames per second... When I remember it correctly, I bought a 3DFX Voodoo 3 2000 for playing Quake Teamfortress online over Quakeworld.
OK, I know what I will try this WE. Retrogaming online if I find some Servers for Quake TF :D
----------------------------------------------------------------
[Fri Apr 19 01:56:12 2013]
Vendor: Imagination Technologies
Renderer: PowerVR SGX 535
Version: OpenGL ES 2.0 IMGSGX535-63.24
Extensions: GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_texture_lod GL_EXT_texture_filter_anisotropic GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc
GL_VIEWPORT: (0,0) - (1024,768)
GL_MAX_TEXTURE_IMAGE_UNITS: 8
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 0
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 8
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2048
GL_MAX_RENDERBUFFER_SIZE: 2048
GL_MAX_VERTEX_ATTRIBS: 16
GL_MAX_VARYING_VECTORS: 8
GL_MAX_VERTEX_UNIFORM_VECTORS: 128
GL_MAX_FRAGMENT_UNIFORM_VECTORS: 64
GL_SUBPIXEL_BITS: 4
GL_MAX_VIEWPORT_DIMS: 2048
GL_ALIASED_LINE_WIDTH_RANGE: 1.000000 - 16.000000
GL_ALIASED_POINT_SIZE_RANGE: 1.000000 - 511.000000
GL_MAX_TEXTURE_MAX_ANISOTROPY: 2.000000
GL_SAMPLE_BUFFERS: 0
GL_SAMPLES: 0
GL_SHADER_COMPILER: 1
GL_NUM_SHADER_BINARY_FORMATS: 0
GL_NUM_COMPRESSED_TEXTURE_FORMATS: 4
0x00008c00
0x00008c01
0x00008c02
0x00008c03
Using GL_DEPTH_COMPONENT24_OES
Using 1024x768x16bit render target
Using depth renderbuffer
Using 1024x768x16bit render target
viewport: 1024x768, (diff = 0x0)
----------------------------------------------------------------------
Btw... What are .rlb files?
Thanks.
Unfortunately, unless you can edit the config.ini file that is located in that same directory there's nothing that can be done until we release an update to the App Store.
.rlb files are our data files with all the textures, objects, sounds, etc...
Unfortunately, unless you can edit the config.ini file that is located in that same directory there's nothing that can be done until we release an update to the App Store.
.rlb files are our data files with all the textures, objects, sounds, etc...
Ok, tell me what do I need to write in the config. :) I tried to change one value, just to see if the app still starts when I change anything and the value stayed as I changed it. So editing the config.ini is possible.
And is there a way to open the rlb files and edit them.
Maybe when I try to reduce the quality of the soundfiles it reduces the memory load, which can't be wrong to do in advance because I fear that sooner or later iPad1 users will encounter memory issues.
BTW I opened the error.logs on my PC and found the same errors concerning the samples as in the iPad errors.log. Maybe they are't the cause of the crash...
And is there a way to open the rlb files and edit them.
Maybe when I try to reduce the quality of the soundfiles it reduces the memory load, which can't be wrong to do in advance because I fear that sooner or later iPad1 users will encounter memory issues.
BTW I opened the error.logs on my PC and found the same errors concerning the samples as in the iPad errors.log. Maybe they are't the cause of the crash...
The .ogg file errors have been around for a long as I can remember, on the pc at least. Doesn't seem to do any harm except clutter up the error log. May be different on the Ipad, I guess
Yeah, we're aware of the iPad1 problems, that's why we added the iPad2 requirement at the top of the description.
You can edit the config.ini file and add two lines like this to the top of the file (or bottom):
[gles]
textureresolution = 3
Make sure you put a blank line between those two lines and other lines that would already be in the file.
Something like this (example only, DO NOT USE the Vendetta settings):
[gles]
textureresolution = 3
[Vendetta]
blah=1
stuff=3
The errors in the errors.log file regarding ogg sounds are not the source of the problem.
You can't edit the .rlb files.
You can edit the config.ini file and add two lines like this to the top of the file (or bottom):
[gles]
textureresolution = 3
Make sure you put a blank line between those two lines and other lines that would already be in the file.
Something like this (example only, DO NOT USE the Vendetta settings):
[gles]
textureresolution = 3
[Vendetta]
blah=1
stuff=3
The errors in the errors.log file regarding ogg sounds are not the source of the problem.
You can't edit the .rlb files.
Hi, I have some good news. I managed to get VO running. Not as smooth as on my PC or Notebook but it runs.
Changing the value for textureresolution = 3 alone didn't do the trick, I had to add some other settings to the config.ini to get it started for the first time.
With a lot of hope and a little doubt I added textureresolution = 3 to the config.ini but my worst fears come true: it still crashed.
So, I looked into the config.ini on PC and found some OpenGL and DX9 settings. I thought that maybe some of them could be helpful, so I started VO on the PC, set every graphic setting as low as possible and put these settings into my config.ini
In one menue I found the entry "Preload ressources on startup" and thought that it might be set to ON by default on the iPad and set it to 0
I found the setting cache_resources=0 in the PC config.ini and added it to the iPad config.ini.
Then I could start and play VO.
Ok, that is my config.ini as it is right now:
[Vendetta]
sptutorial=0
version=3
maxframerate=
sensorsort=4
forcedtexqualchange=1
firsttime=0
Username=**********
showlogoffconfirmation=1
reset_fov_hud=1
invertTouchX=0
invertTouchY=1
cache_resources=0 ; Very important! If set to 1 the iPad1 won't start VO!
completedtutorial=1
[gles]
illummap=0
envmap=0
bumpmap=0
aa_mode=0
aa_quality=0
Multipass=0
specular=0
textureresolution=8 ; Reduces quality and CPU usage! Experiment to find the best value. Lower value =higher quality!
texturequality=8 ; Value can normally be 16 or 32. No idea if 8 bit has any impact (if combined with TR=8)
triplebuffer=0
mipmapfiltering=0
texturefiltering=0
usenonshader=1 ; When = 1 VO seems to be faster
gamma=2 ; seems to have no impact on brightness. @Dev Any way to adjust it?
One question, how can I set the drawdistance of objects?
Changing the value for textureresolution = 3 alone didn't do the trick, I had to add some other settings to the config.ini to get it started for the first time.
With a lot of hope and a little doubt I added textureresolution = 3 to the config.ini but my worst fears come true: it still crashed.
So, I looked into the config.ini on PC and found some OpenGL and DX9 settings. I thought that maybe some of them could be helpful, so I started VO on the PC, set every graphic setting as low as possible and put these settings into my config.ini
In one menue I found the entry "Preload ressources on startup" and thought that it might be set to ON by default on the iPad and set it to 0
I found the setting cache_resources=0 in the PC config.ini and added it to the iPad config.ini.
Then I could start and play VO.
Ok, that is my config.ini as it is right now:
[Vendetta]
sptutorial=0
version=3
maxframerate=
sensorsort=4
forcedtexqualchange=1
firsttime=0
Username=**********
showlogoffconfirmation=1
reset_fov_hud=1
invertTouchX=0
invertTouchY=1
cache_resources=0 ; Very important! If set to 1 the iPad1 won't start VO!
completedtutorial=1
[gles]
illummap=0
envmap=0
bumpmap=0
aa_mode=0
aa_quality=0
Multipass=0
specular=0
textureresolution=8 ; Reduces quality and CPU usage! Experiment to find the best value. Lower value =higher quality!
texturequality=8 ; Value can normally be 16 or 32. No idea if 8 bit has any impact (if combined with TR=8)
triplebuffer=0
mipmapfiltering=0
texturefiltering=0
usenonshader=1 ; When = 1 VO seems to be faster
gamma=2 ; seems to have no impact on brightness. @Dev Any way to adjust it?
One question, how can I set the drawdistance of objects?
The gamma setting is not used.
The texture quality is not used in the OpenGL ES version.
cache_resources should already be 0 for iPad.
usenonshader would make VO faster, and probably use up a bit less memory since some textures wouldn't be loaded that some shaders use.
You can't change draw distance but you can change scene and object level of detail in the Options -> Advanced... -> Game settings.
Thanks for the report.
The texture quality is not used in the OpenGL ES version.
cache_resources should already be 0 for iPad.
usenonshader would make VO faster, and probably use up a bit less memory since some textures wouldn't be loaded that some shaders use.
You can't change draw distance but you can change scene and object level of detail in the Options -> Advanced... -> Game settings.
Thanks for the report.
Thanks for your reply. But I must say that when tried only textureresolution=3 the game didn't start.
Only when I added cache_ressources=0 I could start the game.
Two more things:
When entering the game in space or leaving a station ipad1 users should wait for a while and then move/turn slowly because it takes a while until all assets are loaded. If they do not do so, it is more likely that the game crashes.
Gamma is not used, ok. But is there a variable to adjust the brightness? Because when you change the textureresolution too much (over 6/7), it gets a little bit dark :)
And at last, are there other (OpenGL ES) variables which could be used to reduce CPU usage and/or memory footprint?
Only when I added cache_ressources=0 I could start the game.
Two more things:
When entering the game in space or leaving a station ipad1 users should wait for a while and then move/turn slowly because it takes a while until all assets are loaded. If they do not do so, it is more likely that the game crashes.
Gamma is not used, ok. But is there a variable to adjust the brightness? Because when you change the textureresolution too much (over 6/7), it gets a little bit dark :)
And at last, are there other (OpenGL ES) variables which could be used to reduce CPU usage and/or memory footprint?
No way to adjust brightness. You'll have to adjust the device's brightness from the iOS system settings.
There are a couple other settings that may affect memory usage:
generatemipmap=0 (this will make textures all glittery when they're far away)
useindexbuffers=0
usevertexbuffers=0 (these two will use the system memory copy of mesh data)
That's about it. OF course, these settings could also lower your framerate.
Overall, it may save like 6 more megs maybe.
There are a couple other settings that may affect memory usage:
generatemipmap=0 (this will make textures all glittery when they're far away)
useindexbuffers=0
usevertexbuffers=0 (these two will use the system memory copy of mesh data)
That's about it. OF course, these settings could also lower your framerate.
Overall, it may save like 6 more megs maybe.