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Tactics Ogre: Let Us Cling Together - ULUS10565
you have a good sense of spamboting serio Smile I guess you have better chance of finding copied posts or something on your boots bonuses Tongue
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Yeah some bots are a pain to detect, they come back edit the old post to add in the spam msg usually after you already read the original post :p
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lol. i run 3 small forums (but not small enough to avoid bots), so i have a lot of experience dealing with them.

i googled his post and found an exact match in this same thread, it sounded too legit to come out of someone with spam links in his signature.
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im having some problems with tactics ogre ... in the middle of battles it simple stop to run... and a few moments later appears a msg intterupted @.@
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Hi guys, so sorry to bother you all. Great work so far on this thread!

I've read through it all and I don't know if I can find the problem I have replicated anywhere else. Like, the text is fine and speed appears to be ok.

But I'm getting a crash or freeze really early. After I've chosen my name, birthday etc and the tarot cards, the three characters at the beginning leave their house to ambush Lanselot or something?

The dialogue just stops running usually when Denam says "Ssh, they're here". It's weird because I can see the water still shimmering so it's not like the game has just frozen. But it refuses to go any further than this in this cutscene. I've tried pausing and skipping the scene, but the screen goes blank and it loads no further.

I'm not sure how much of the log to post as it seems to just run and run and run at mega speed and a lot of it is repeating but I've got a chunk of it:

Code:
139170 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - ---------------------------------------- SceUID=19 name:'vsync thread'
139171 [AUDIO MIXER THREAD] DEBUG runtime - Switching from Thread AUDIO MIXER THREAD to vsync thread
139173 [AUDIO MIXER THREAD] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
139174 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
139175 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A30F28(0x00000000,0x00000000)
139176 [AUDIO MIXER THREAD] DEBUG runtime - Start of Callback 0x08A30F28
139178 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
139179 [AUDIO MIXER THREAD] DEBUG runtime - End of Callback 0x08A30F28
139179 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A397C4(0x00000001,0x00000000)
139180 [AUDIO MIXER THREAD] DEBUG runtime - Start of Callback 0x08A397C4
139181 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - sceKernelSetEventFlag uid=0x14c bitsToSet=0x1
139182 [AUDIO MIXER THREAD] DEBUG runtime - End of Callback 0x08A397C4
139183 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - End of Interrupt
139183 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Context switching to 'AUDIO MIXER THREAD(Status PSP_THREAD_READY, Wait None, doCallbacks false)' after reschedule
139184 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - ---------------------------------------- SceUID=f9 name:'AUDIO MIXER THREAD'
139184 [AUDIO MIXER THREAD] DEBUG runtime - Switching from Thread vsync thread to AUDIO MIXER THREAD
139186 [AUDIO MIXER THREAD] DEBUG runtime - syncThread currentThread=AUDIO MIXER THREAD, currentRuntimeThread=AUDIO MIXER THREAD
139186 [AUDIO MIXER THREAD] DEBUG runtime - syncEmulator immediately=false
139188 [AUDIO MIXER THREAD] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
139189 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
139191 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A30F28(0x00000000,0x00000000)
139192 [AUDIO MIXER THREAD] DEBUG runtime - Start of Callback 0x08A30F28
139193 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
139194 [AUDIO MIXER THREAD] DEBUG runtime - End of Callback 0x08A30F28
139195 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A397C4(0x00000001,0x00000000)
139197 [AUDIO MIXER THREAD] DEBUG runtime - Start of Callback 0x08A397C4
139197 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - sceKernelSetEventFlag uid=0x14c bitsToSet=0x1
139198 [AUDIO MIXER THREAD] DEBUG runtime - End of Callback 0x08A397C4
139198 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - End of Interrupt
139199 [AUDIO MIXER THREAD] DEBUG runtime - syncThread currentThread=AUDIO MIXER THREAD, currentRuntimeThread=AUDIO MIXER THREAD
139200 [AUDIO MIXER THREAD] DEBUG runtime - syncEmulator immediately=false
139200 [AUDIO MIXER THREAD] DEBUG runtime - syncThread currentThread=AUDIO MIXER THREAD, currentRuntimeThread=AUDIO MIXER THREAD
139202 [AUDIO MIXER THREAD] DEBUG runtime - syncEmulator immediately=false
139203 [AUDIO MIXER THREAD] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
139204 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
139204 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A30F28(0x00000000,0x00000000)
139205 [AUDIO MIXER THREAD] DEBUG runtime - Start of Callback 0x08A30F28
139208 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - sceKernelSignalSema id=0x18 name='vsync sema' signal=1
139208 [AUDIO MIXER THREAD] DEBUG runtime - End of Callback 0x08A30F28
139209 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - Calling InterruptHandler 0x08A397C4(0x00000001,0x00000000)
139210 [AUDIO MIXER THREAD] DEBUG runtime - Start of Callback 0x08A397C4
139212 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - sceKernelSetEventFlag uid=0x14c bitsToSet=0x1
139213 [AUDIO MIXER THREAD] DEBUG runtime - End of Callback 0x08A397C4
139214 [AUDIO MIXER THREAD] DEBUG hle.ThreadManForUser - End of Interrupt
139215 [AUDIO MIXER THREAD] DEBUG runtime - syncThread currentThread=AUDIO MIXER THREAD, currentRuntimeThread=AUDIO MIXER THREAD

And these two lines were repeating often in yellow text earlier on (not necessarily adjacent though):

Code:
22879 [GUI] WARN  ge - Shader log: Validation warning! - Sampler value tex has not been set.

36122 [SoundDevice] WARN  hle.sceAtrac3plus - sceAtracGetRemainFrame: bad atracID= 255

Obviously I don't really understand but it looked to be some kind of audio problem - maybe at this point the game needed to play a sound its unable to do so? So I uninstalled and reinstalled Sonicstage but to no avail.

I'm running 64bit rev: 2540. Using basically the same options as everyone else from what I've read from the thread... and there were some tips somewhere about diabling UBO and enabling VAO fixing some crashes or something. I tried it before without those settings enabled and I still had the same crashes so I don't think it's relevant here anyway.
Vertex Cache
Shaders
Disable UBO
Enable VAO
Enable saving GE to textures
Enable dynamic shader generation (recommend for ATI, which I have)

Audio wise, I have Media Engine and Sonicstage decoding enabled in the options. Nothing is disabled in the audio section... I'm lost!

Any help would be so appreciated! Thanks guys!
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Well, I'll keep the above post there for reference but I "fixed" it by using the 32bit emulator. It got past that point multiple times no problem. Though other people are using the 64bit no problem, so I don't know what the problem is here!

However, I am now being plagued by the AI Freeze... I dunno how some people get away with it, but I'm having multiple freezes per battle! My maximum compiler size is 50, as I read that lowering it might help but unfortunately not! It was only on 100 to begin with anyway...

Why is using snapshot not recommended? I've gotten around the problem a few times (albeit slowly) by saving a snapshot every couple of turns, so that when it freezes I can load snapshot -> quicksave -> restart emulator -> load quicksave. Without snapshot... I'd have to quit the whole game every few turns, which would be VERY annoying!

Honestly though - someone posted that not changing your facing after an action seems to help and I can definitely confirm this! I was loading from quicksave and freezing over and over in the exact same spot. But if I didn't change my facing, I got past this freeze! Weird! I don't know if it eliminates the problem completely as I've stopped playing, but I'll let you know anyway...
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i have this problem too

what i do to go through in the game is after 3 or 4 movements i save and load the game so prevent the freeze... sometimes the game back run if u wait... but i always doing the save load thing
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For what it's worth, 5 battles later I haven't had a single freeze. Though sometimes the background randomly disappears. I don't know why.

I would definitely recommend not changing the characters' facing after they've taken an action. Oddly, it seems to really work.
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ah the problem is u stay there in a big battle and freeze ... so u lost all u do... so i think i go wait a little yet to play
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no need to wait, there are still random freezes when jpcsp will have to be restarted, but it hasnt b othered me enough to get up to chapter 3 and do 2 or 3 major crafting sessions... so i dont think you should worry too much, just maybe save once or twice in each battle just in case so you dont lose much.
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