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Thread: T2 no longer runs

  1. #1
    Member
    Registered: Aug 2009
    Location: thiefgold.com

    T2 no longer runs

    As of today, my T2 stopped running. It appears briefly in task manager, but then vanishes and generates a 183 mb crash.dmp file.

    T1 runs fine.

    The only thing I did was install a FM (KOTP), which ran fine initially, but now won't even start.
    I copied my T2 folder from my SSD to HDD, same issue.

    The log file reads:

    Code:
    : PID: 7572
    : CPU: arch=x86-64 , fam=586 , cpus=4
    : SIMD: SSE=3 , 3DNow=0 , MMX=1
    : OS Version: 6.1.7601 Service Pack 1
    : Desktop resolution: 1920 x 1080
    : Virtual desktop resolution: 1920 x 1080
    : -----------------------------------------------------------
    : Command line: "D:\Thief2\thief2.exe" 
    : -----------------------------------------------------------

    My specs:

    Nvidia GT1030, 2GB GPU, with latest drivers
    16 MB of RAM
    Windows 7 x64 (yeah still use Win 7 and love it, don't judge me)
    SSD & HDD each about 80% free and both only a few months old
    New Dark 1.27
    Newdarkloader

    I'd rather not do a full reinstall if I can avoid it, hopefully there's a simple explanation & solution.

  2. #2
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    Pasting my cam ext file in case it helps:

    ; extended config (currently loaded prior to cam.cfg)
    ;
    ; contains defaults to enable enhancements and other settings to run nicely on modern systems
    ; (remove/rename file to go old school)

    ; ------------
    ; display mode
    ; ------------

    ; enable Direct3D 9 based display system (instead of the legacy DirectX 6 one)
    use_d3d_display

    ; use a single resolution for both menu system and in-game, with normal double buffering (in fullscreen)
    single_display_mode 2

    ; same as above but with triple buffering
    ;single_display_mode 3
    ; alternative buffering mode that uses blitting instead of buffer flipping in fullscreen, the same method
    ; as windowed mode uses (vsync may sporadically miss frame starts on some systems)
    ;single_display_mode

    ; scale menu system to fit screen (in "single_display_mode") using 3D HW for best quality
    ; (if you're having trouble like a black screen when starting the game try mode 0 or 1)
    ; when "use_d3d_display" is enabled, 3D HW is always used, this only sets the scale mode to fit screen
    ui_scale_mode 2

    ; display refresh synchronization mode (in "single_display_mode"), default is 3 which means enabled
    ; in-game and in menu screens. To disable synch, set mode 0.
    ; NOTE: certain graphics driver settings may override synch behavior of the game
    ; NOTE2: synch support in windowed mode with "use_d3d_display", may depend on Windows version and settings
    ;vsync_mode 0
    ; for displays with really high refresh rates (like 120 Hz) the game might be running too fast,
    ; try following mode to make the game update every second display refresh (if supported by the card/driver)
    ;vsync_mode 7

    ; software based framerate limiter (in "single_display_mode")
    framerate_cap 100.0

    ; use 32-bit rendering for everything (also filters out 16-bit video modes)
    ; (this is automatically enabled with "use_d3d_display", which doesn't support 16-bit modes)
    force_32bit

    ; force game to run in windowed mode
    ;force_windowed

    ; for graphics cards that support it, limit buffering of GPU commands to 1 frame in menu screens, to keep
    ; input lag to a minimum (for older cards where this has no effect, it should also work to reduce lag by
    ; setting "SlowFrameUI" to a value that corresponds to the refresh rate or slightly below)
    d3d_disp_limit_gpu_frames 1
    ; enabling limiting in-game can have a positive effect by reducing framerate unevenness, stuttering and/or
    ; mouse lag, at potentially some framerate loss, which may not be an issue if the framerate is high anyway
    ; (should probably be avoided for CrossFire/SLI type of setups)
    ; d3d_disp_limit_gpu_frames 1 1

    ; enable scaling of in-game 2D overlay (HUD), makes the things like current item/weapon text, or SS2
    ; HUD/panels, larger at resolutions of 1280x960 or higher with pixel perfect scaling (requires "use_d3d_display")
    ; NOTE: Enabling scaling may actually improve performance, especially at high resolutions.
    ;d3d_disp_scaled_2d_overlay 64
    ; alternatively a fixed 2D resolution can be defined, which is aspect ratio corrected and scaled up
    ; to the current resolution, without enforcing pixel perfectness (ie. filtering makes it a bit less crisp)
    ;d3d_disp_scaled_2d_overlay 640 480

    ; force scaled menu and 2D overlay graphics to always use bilinear filtering, even when scaled an even multiple
    ; (smoothness/fuzziness vs pixel perfectness)
    ;d3d_disp_force_filter_scale2d

    ; lock horizontal FOV to be the same in widescreen modes as in 4:3 (compensates vertical FOV instead)
    ;widescreen_lock_hfov

    ; FOV, specified for reference 4:3 aspect ratio, widescreen automatically adjusts this value
    ; (default is 90)
    ;fov 90

    ; up to 8 user defined display modes, if you want some resolution that isn't supported by default
    ; format: <width> <height> [ <bitsPerPixel> [ <aspectX> <aspectY> ] ]
    ; NOTE: resolutions exceeding 2048 only work with "use_d3d_display" (because DirectX 6 doesn't support larger)
    ;
    ; 1600x768 32bpp 25:12 (skipping "32 25 12" would also work because default is 32-bit and aspect would be auto)
    ;user_mode1 1600 768 32 25 12
    ; 2880x900 32bpp 16:5
    ;user_mode2 2880 900 32 16 5
    ; 6144x1536 32bpp - three 4:3 monitors at 2048x1536 each, gives an aspect ratio of 4*3:3
    ;user_mode3 6144 1536 32 12 3
    ; 3840x1024 32bpp - three 4:3 monitors at 1280x1024 each gives an aspect ratio of 4*3:3
    ;user_mode4 3840 1536 32 12 3
    ; 32002048 32bpp 25:16 (WQSXGA)
    ;user_mode5 3200 2048 32 25 16

    ; enabling this option allows the UI (menus, map/objectives, readables) screens to have its own gamma setting
    ; useful if you get blinded everytime you open the map or read a book
    ;gamma_ui 0.7

    ; --------------
    ; movie playback
    ; --------------

    ; display movie within the UI area instead of maximizing (only meaningful when "ui_scale_mode 1" is specified)
    ;scale_movie_to_ui

    ; crop movies to fill out widescreen displays better (does NOT work in combination with "scale_movie_to_ui")
    ; the original shock cutscenes are letterboxed so this works well there, for thief it's a judgement call to
    ; lose some of the bottom and top parts of the image in favor of covering more of the monitor (the default
    ; crop rect, when not supplying a custom one, is optimized for SS2 and is 0 70 640 340)
    ;crop_movies
    ; alternatively a custom crop rect (left, top, width, height) can be specified with the "crop_movies" var
    ; in virtual 640x480 space, meaning regardless of what resolution the movie is the crop rect is still
    ; specified as if the movie were 640x480
    ;crop_movies 0 70 640 340

    ; filter quality used during internal processing of movie, default is 4, if you have performance issues
    ; you can try lowering the quality
    ;movie_sw_scale_quality 2

    ; (thief) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
    movie_crop_exclude credits.avi+success.avi+death.avi
    ; (shock) list of movies to exclude from cropping (only used if "crop_movies" is enabled)
    ;movie_crop_exclude intro.avi+credits.avi

    ; gamma setting for movie playback (default is 1.0)
    ;gamma_movie 0.7

    ; keep ffmpeg dll loaded to reduce technical issues
    no_unload_ffmpeg

    ; ---------------
    ; texture quality
    ; ---------------

    ; load/create all textures as 32-bit and enable other 32-bit rendering path for some other subsystems
    force_32bit_textures

    ; enable hardware mipmaps (mode 1 may be faster but may or may not be at lower quality, depends on driver/HW)
    ; NOTE: on less powerful machines this may cause temporary framerate drops as textures are cached in to gfx mem,
    ; try disabling mipmaps by removing the option or setting it to 0.
    mipmap_mode 2

    ; mipmap generation mode for lightmaps (only used when hardware mipmaps are enabled), disabled in an attempt
    ; to reduce occasional light bleeding artifacts (YMMV)
    ; 0 disabled, 1 fastest, 2 use same method as mipmap_mode (default when no mode is explicitly set)
    lm_mipmap_mode 0

    ; clear lightmap texture surfaces (reduces occurrences of light bleeding artifacts)
    lm_init_texmem 2

    ; 1 pixel spacing between cached lightmaps to reduce light bleeding artifacts (requires "lm_init_texmem 2")
    lm_filter_margin 1

    ; enable 16 sample anisotropic texture filtering (modes: 0 none, 1 linear, 2/4/8/16 anisotropic)
    tex_filter_mode 16

    ; enable trilinear texture filtering
    tex_filter_trilinear

    ; adjust the distance factor at which lower mip maps are selected by HW (a value between -16.0 and 16.0)
    ;mipmap_bias -1.0

    ; use linear filtering for lightmaps (not using anisotropic combined with other lm_ settings may help reduce
    ; light bleeding artifacts)
    lm_filter_mode 1

    ; enable edge padding of alpha textures (that are no larger than 256) to get rid of purple outlines (this
    ; will add some extra processing while loading texture)
    tex_edge_padding 2

    ; edge padding size can be adjusted to increase quality of lower mipmaps (larger pad size) or to reduce the
    ; amount of processing during load (smaller pad size)
    ;tex_max_edge_padding 8

    ; --------------
    ; render options
    ; --------------

    ; render objects with 1-bit alpha (/chroma key) as opaque objects (alpha test support must not be disabled)
    ; this is not enabled by default as it may have some side effects like z-fighting on overlapping decal objects,
    ; but it probably fixes more than it breaks so it's enabled here
    alpha_test_as_opaque

    ; render square particles as disks
    square_parts_as_disks

    ; render pixel particles as (small) disks
    pixel_parts_as_disks

    ; render (new sky) stars with a resolution independent size (default always renders stars as 3x3 pixel polygons)
    ;fixed_star_size 0.5

    ; increased max view distance (default is 256) so z-buffering works correctly on missions with large areas
    ; (individual missions may set an even larger view distance if the mission requires it)
    z_far 512

    ; enable z-compare during level geometry rendering, this allows somewhat more optimal level geometry rendering
    ; (missions that weren't built with new sky support in mind, may have visual glitches in locations that have
    ; "impossible geometry" when this option is enabled)
    wr_render_zcomp

    ; -------------------
    ; D3D9 render options
    ; -------------------

    ; NOTE: these options can only have any effect when "use_d3d_display" is enabled

    ; by default it will try to use an enhanced 32-bit precision display mode, if the driver supports it, but
    ; there may be instances (like with integrated intel GPUs) where the driver does support it but it may not
    ; work correctly (such as gamma not working), this option will disable the use of enhanced precision
    ; (due to enhanced precision often causing trouble on Windows 10, the default here will now be to disable it)
    d3d_disp_no_rgb10_buf

    ; multisampling (anti-aliasing) level
    ; IMPORTANT: some integrated graphics HW may not work correctly with multisampling and you will be left with a
    ; black screen, if that happens disable this option again
    ;multisampletype 8

    ; enable 16-bit floating point render buffer (for improved rendering and postprocessing quality, at the
    ; expense of video memory and performance, note that it doesn't enable actual HDR rendering)
    ;d3d_disp_enable_hdr
    ; enable 32-bit floating point render buffer (if you don't know what else to do with your memory and GPU time)
    ; NOTE: some driver version(s) may have a bug where running 32-bit FP also requires multisampling to be enabled
    ; or things can break (like a black screen)
    ;d3d_disp_enable_hdr 32


    ; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
    ; and also enables in-game gamma to be applied in windowed mode)
    ;d3d_disp_sw_cc

    ; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
    ; (does not affect menu screens)
    ;d3d_disp_sw_cc_sat 0.25

    ; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
    ; (does not affect menu screens)
    ;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3


    ; enable postprocessing (bloom)
    ;postprocess 1

    ; bloom intensity factor, default is 5
    ;bloomscale 5

    ; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
    ; require more GPU processing)
    ;bloom_range 2

    ; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
    ;bloom_saturation 0.7

    ; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
    ; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
    ; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
    ;bloom_threshold 0.7


    ; enable screen distortion effects, like chipped glass or heat distortion from fire arrows
    d3d_disp_enable_distortionfx

    ; enable alpha-to-coverage functionality, for smoother edges and less aliasing on alpha tested surfaces,
    ; if the graphics card supports it (requires multisampling to be enabled)
    ;d3d_disp_enable_atoc 1
    ; for nVidia cards that support SSAA this can be enabled instead (slightly better quality at the expense of
    ; performance)
    ;d3d_disp_enable_atoc 2
    ; if "d3d_disp_enable_atoc" is enabled and the graphics card supports it you may also want to enable this to
    ; make the edges even smoother (WARNING: if atoc isn't supported or "tex_edge_padding" isn't enabled, enabling
    ; this will make things look worse)
    ;default_alphatest_ref 1

    ; alpha for 2D overlay (HUD text, bitmaps), default is 1 (opaque)
    ;d3d_disp_2d_overlay_alpha 0.7

    ; --------------
    ; update timings
    ; --------------

    ; use high resolution timers (preferable but disabled by default for best compatibility, as it may not work
    ; correctly on older OS versions, such as some XP systems where hi-res timer implementation uses RDTSC, which can
    ; result in movement speeds going crazy and more)
    ;use_hi_res_timer

    ; lock physics updates to a fixed frequency, this ensures that player movement speed is constant and framerate
    ; independent. not necessary if vsync is enabled, however for high refresh rates player movement would still be
    ; faster than originally intended, uncomment this in that case
    ; (vsync method is preferable)
    ;phys_freq 60

    ; framerate cap for menu system (specified as minimum frame time in ms), reduces GPU and CPU load in menus
    SlowFrameUI 10

    ; set minimum frame time value to 1ms to avoid speedups at high framerates, this does NOT cap the framerate
    ; it only sets the lower frame time limit so that if a frame is shorter than this, the engine will pretend
    ; that it was this long
    min_frame_time 1

    ; cap engine update frequency to 250 Hz (specified as min updated time in ms), for a software framerate cap when
    ; using "single_display_mode" it's probably better to use "framerate_cap", this is just a last resort cap
    SlowFrame 4

    ; -------------
    ; sound options
    ; -------------

    ; if EAX is enabled and sounds sound too direct when under water (the same or almost the same as above)
    ; then try enabling one of these (or experiment with custom values)
    ;submerged_sound_occlusion 0.1 0.5 0.88
    ;submerged_sound_occlusion 0.3 0.1

    ; force the use of UnderWater reverb/EAX environment when the player is under water
    ;force_underwater_reverb

    ; when using the OpenAL sound driver the default AL device may sometimes cause problems, in particular for
    ; on-board sound controllers. In those instances you can try an alternative AL device. Which other AL devices
    ; are available can be seen in the log file (when AL is enabled). It seems that usually the "Generic Software"
    ; device is available, which is a good one to try as an alternative.
    ;snd_oal_device Generic Software

    ; set a non-default speaker configuration (not all devices support this, especially with OpenAL only the
    ; "OpenAL Soft" (soft_oal) device driver currently supports it.
    ; (0 = default, 2 = stereo, 4 = quadraphonic, 5 = surround, 6 = '5.1', 7 = '6.1', 8 = '7.1', 9 = '5.1' side,
    ; 10 = '7.1' center l+r)
    ;snd_speaker_config 6

    ; ------------
    ; misc options
    ; ------------

    ; enable more elaborate tracing for rain/snow impacts so it also hits more things than just terrain
    ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
    ; unusual slowdown with rain/snow you could try to disable this and see if it helps)
    enhanced_precip_trace

    ; enable more elaborate visibility tracing for coronas so that objects/characters also obstruct line of sight
    ; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
    ; unusual slowdown with coronas you could try to disable this and see if it helps)
    enhanced_corona_trace

    ; enable more elaborate tracing for AI footstep sounds so it hits objects and not just terrain
    ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
    ; problems you could try to disable this and see if it helps)
    enhanced_aifootstep_trace

    ; enable more elaborate tracing for AI body and suspicious obj detection so it hits objects and not just terrain,
    ; this will for example prevent AIs from seeing bodies through closed doors
    ; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
    ; problems, in missions with a larger amount of bodies, you could try to disable this and see if it helps)
    enhanced_aidetect_trace

    ; enable sun light to be affected by objects that have runtime object shadowing, in the same way that they affect
    ; regular light sources
    sun_runtime_obj_shadows

    ; screenshot format (default is BMP), other options are PNG or PCX (note that PNG shots will take longer
    ; due to the compression process)
    screenshot_format png

    ; use a date/time based numeric suffix, instead of sequential numbering, for screenshot filenames
    ;screenshot_timestamp

    ; skip CD check
    skip_starting_checks

    ddf_tex_override

    ; enable extended keyboard language detection to allow the game to more accurately detect supported layouts,
    ; it also adds support for detection of UK and French Canadian keyboards. NOTE: if the game previously failed
    ; to detect the layout, so it used the default English-US, the key bindings may have to be redone
    ;ext_kb_country_check

    ; -------------
    ; game specific
    ; -------------

    ; enable new mantling code
    new_mantle


    ; render particle effects attached to weapons (i.e. fire arrows before being fired)
    render_weapon_particles

    ; disable "force matching unrefs" when loading old SS2/T1 particle data so "render_weapon_particles" can handle
    ; rendering instead (to avoid issues like particles randomly disappearing)
    legacy_force_match_unrefs 0


    ; enable z-buffer use when rendering the player arm/weapon, to get rid of the sword and blackjack being drawn
    ; on top of the hand
    dark_zcomp_arm

    ; scale bitmap based inventory icons/objects at higher screen resolutions (like body carry icon)
    ;scaled_inv_bitmaps

    ; open last viewed map page if no automap location is found for current player location
    dark_map_remember_last

    ; alternative shading of visited/current map areas
    ;dark_map_decal_scheme 1
    ;dark_map_decal_scheme 1 -0.2 -0.3 -0.5 -0.2 -0.2 0.2
    ; original look
    ;dark_map_decal_scheme 1 -0.3 -0.3 1.1 1.3 1.3 0.2
    ; original look with swapped colors for visited and current
    ;dark_map_decal_scheme 1 1.3 1.3 0.2 -0.3 -0.3 1.1

    ; left align map notes
    ;dark_map_lalign_notes


    ; use a single bind file in shock (user2.bnd is ignored)
    shock_single_bind_set

    ; use a regular save slot for quicksaves, instead of the original behaviour of simply saving to the default
    ; autosave/current slot. Specify 0-14 to use a regular save slot, or -1 for the default behaviour of using
    ; the default autosave/current slot
    shock_quicksave_slot 14

    ; similar to above 'shock_quicksave_slot' except for autosaves (which are saved during level transfer)
    ;shock_autosave_slot 13


    ; head bob scale factor (a value between 0 and 1), useful if the head bobbing is causing motion sickness
    ;bob_factor 0.3

    ; weapon bob scale factor in shock (a value between 0 and 1), also useful against motion sickness
    ;shock_gun_bob_factor 0.2

    jump_speed_boost 1.4

  3. #3
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    Update. Looks like it's a Newdarkloader issue. When I delete newdarloader.dll, T2 loads normally.
    In the end I copied my clean T2 folder from my external HDD, and now it works

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