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Offline Neuromante

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Aquaria crashes on load
« on: May 06, 2010, 12:05:40 pm »
UPDATE: Solved installing the old, out-of-the-box laptop graphic card drivers.

Hey all. Just bought the game via Humble Indie Bundle, downloaded and tried it.
As the title of the thread reads, Aquaria crashes when the initial loading bar it's over 60% filled. So, there's some data:

- Using the default configuration makes the game crash before even start.
- It seems its the ONLY configuration wich crashes before the game starts.
- All other configs I've tried crashes as explained above.
- I've tried checking/unchecking all the options in almost all the possible combinations, and the error persists.
- Downloaded twice the game, just if the initial download was corrupted.
- Tried to install in a custom path (C:/Games/Aquaria) and in the default one (C:/Program Files/Aquaria).


Little image on when the error happens. Left side of the Aquaria window, the blue shining is the progress of the loading bar.
Update:

Graphic Card-related error?

I hope you don't think I was going to leave without my specs:
Dell Inspiron 9200, wich means:
· ATI Mobility X1400 (Drivers kind of updated via extrange link to official, -don't gonna check if you got the laptop from dell- installer.
· 2 GHZ Core 2 Duo processor.
· 2GB RAM memory.
· Windows XP Professional service pack 3.
· Also, I have a Linux Mint Helena installed in dual boot with the XP, but I haven't tried the game on it.
Re-Updated: Ok, tried on it and the game runs without problems, just a really slow framerate (I think's due a poor driver configuration/standard distro drivers use).

The file debug.log seems too long for the post. If it's necesary I'll upload to my host, and link it.

I think I'm not forgetting nothing. Any idea on where's the problem?
« Last Edit: May 08, 2010, 02:38:24 pm by Neuromante »

Offline Alec

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Re: Aquaria crashes on load
« Reply #1 on: May 06, 2010, 03:45:16 pm »
Problems on Windows are usually related to out of date graphics drivers.

Offline Neuromante

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Re: Aquaria crashes on load
« Reply #2 on: May 06, 2010, 10:25:57 pm »
Impossible! xD

As I said in my first post, the drivers are updated. Las time I downloaded "new version" was in 2009 (The Catalyst control center its from 2009, the driver version seems to be 8.591-090225a-076831C-ATI).

I played the demo almost in launch time with outdated drivers (Those who came "out of the box" with my laptop, wich are over 4 years old) and it worked fine. Seems pretty ironic, heh.

There's some kind of known incompatibility between those drivers and Aquaria?

Offline GG Crono

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Re: Aquaria crashes on load
« Reply #3 on: May 07, 2010, 01:15:27 am »
I use Windows XP, and I'm having similar problems. However, I don't even get to the loading screen; the Aquaria window pops up and it simply won't run.

I THOUGHT my graphics drivers were up to date. How can I check and make sure?

Offline Deluran

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Re: Aquaria crashes on load
« Reply #4 on: May 07, 2010, 03:49:38 am »
I'm having a similar problem, except that I actually get the game to start.  I get through past the first save point, go through the flashback, and on my way the vision disappears, and I swim on.  As I go through what appears to be an entranceway to the next area, the game encounters an error and closes.  It's happened three times now.  Would thus still be a graphics driver issue if the games playing fine UNTIL this point?

Patrick

Offline Alec

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Re: Aquaria crashes on load
« Reply #5 on: May 07, 2010, 03:51:42 am »
If the game is crashing, then posting the last few lines of the debug.log might help. (i.e. what happened right before the crash)

Offline Deluran

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Re: Aquaria crashes on load
« Reply #6 on: May 07, 2010, 05:06:15 am »
Apparently my error reports are being deleted as soon as I send them.  I did manage to do a screen-shot of the last few lines of the report, but for some reason I'm not able to add that as an attachment here.  So here's a link to it.  If you need further info, please let me know!

Patrick

Offline SanitysEdge

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Re: Aquaria crashes on load
« Reply #7 on: May 07, 2010, 05:49:18 am »
I also got this game though the humble bundle. Same problem as the original poster, ATI X1900XT on windows vista 64.

Last few lines of debug.log:

PRECACHING: particles/*.png
searching directory
forEachFile - path: gfx/particles/ type: .png
PRECACHING: gfx/particles/beam.png
pos [18], file :gfx/particles/beam.png
LOADED TEXTURE FROM DISK: [particles/beam] ref: 1 idx: 128
PRECACHING: gfx/particles/beasthead.png
pos [23], file :gfx/particles/beasthead.png
LOADED TEXTURE FROM DISK: [particles/beasthead] ref: 1 idx: 129
PRECACHING: gfx/particles/bigglow.png
pos [21], file :gfx/particles/bigglow.png

I also played the demo when the game first came out and it also ran fine then.
« Last Edit: May 07, 2010, 05:55:38 am by SanitysEdge »

Offline Neuromante

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Re: Aquaria crashes on load
« Reply #8 on: May 07, 2010, 10:19:47 am »
Posting debug.log. Settings are: VSync ON, Fullscreen OFF, Frame Buffer Effects ON, Gamepad enabled OFF, Resolution 1024*768. Deactivating VSync and Frame Buffer Effects results in the same debug.log file:

Quote
LOADED TEXTURE FROM DISK: [gui/recipes-button] ref: 1 idx: 48
PRECACHING: gfx/gui/resolution.png
pos [18], file :gfx/gui/resolution.png
LOADED TEXTURE FROM DISK: [gui/resolution] ref: 1 idx: 49
PRECACHING: gfx/gui/ripples.png
pos [15], file :gfx/gui/ripples.png
LOADED TEXTURE FROM DISK: [gui/ripples] ref: 1 idx: 50
PRECACHING: gfx/gui/save-menu.png
pos [17], file :gfx/gui/save-menu.png
LOADED TEXTURE FROM DISK: [gui/save-menu] ref: 1 idx: 51
PRECACHING: gfx/gui/savescreendefault.png
pos [25], file :gfx/gui/savescreendefault.png
The file "savescreendefault.png" it's fine and in its folder.

Seems the problem its in the same point that SanitysEdge. Also, if I open the game with the default settings, I don't get a debug.log file.

Also:
I've been running aquaria deleting the last file noted in the debug.log. Seems there are MANY texture/particle files wich gives me problems: savescreendefault.png, bigglow.png, energy-charge1.png, energy-charge2.png, energyboss.png, newtblast.png.
Then it pointed to an (apparently) unexistant folder (gfx/shock-lines) and I gave up.
_______________________________________________________________
Posting again, but with Fullscreen setting ON and 1440*900 (Maximun resolution for my laptop):
Quote
done loadFonts
pos [-1], file :gfx/cursor
LOADED TEXTURE FROM DISK: [cursor] ref: 1 idx: 5
pos [-1], file :gfx/cursor-look
LOADED TEXTURE FROM DISK: [cursor-look] ref: 1 idx: 6
pos [-1], file :gfx/cursor-burst
LOADED TEXTURE FROM DISK: [cursor-burst] ref: 1 idx: 7
pos [-1], file :gfx/cursor-swim
LOADED TEXTURE FROM DISK: [cursor-swim] ref: 1 idx: 8
pos [-1], file :gfx/cursor-sing
LOADED TEXTURE FROM DISK: [cursor-sing] ref: 1 idx: 9
dark layer init
Loading EXT_framebuffer_object (256, 256)
Done
Dark Layer: using framebuffer
dark layer togle...
done
Creating console
1
2
3
4
pos [-1], file :gfx/glow

Offline Deluran

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Re: Aquaria crashes on load
« Reply #9 on: May 07, 2010, 01:43:40 pm »
Okay... got the info from the Debug log.

Quote
pos [-1], file :gfx/water/water-line
LOADED TEXTURE FROM DISK: [water/water-line] ref: 1 idx: 785
fromScene: trainingcave fromWarpType: l
warping avatar to node: warp trainingcave r
pos [-1], file :gfx/menu2
LOADED TEXTURE FROM DISK: [menu2] ref: 1 idx: 786
pos [-1], file :gfx/formupgrades/energyidol-charged
***Could not find texture: gfx/formupgrades/energyidol-charged
LOADED TEXTURE FROM DISK: [formupgrades/energyidol-charged] ref: 1 idx: 787
pos [-1], file :gfx/areyousure
LOADED TEXTURE FROM DISK: [areyousure] ref: 1 idx: 788
pos [-1], file :gfx/yes
LOADED TEXTURE FROM DISK: [yes] ref: 1 idx: 789
pos [-1], file :gfx/no
LOADED TEXTURE FROM DISK: [no] ref: 1 idx: 790
setting flag [600] to 0
luaScriptError: orbholder : postInit : attempt to call a nil value
luaScriptError: EnergyOrb : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: jellysmall : postInit : attempt to call a nil value
luaScriptError: moneyebreeder : postInit : attempt to call a nil value
luaScriptError: crotoid : postInit : attempt to call a nil value
luaScriptError: crotoid : postInit : attempt to call a nil value
luaScriptError: moneyebreeder : postInit : attempt to call a nil value
luaScriptError: moneyebreeder : postInit : attempt to call a nil value
luaScriptError: anemone : postInit : attempt to call a nil value
luaScriptError: anemone : postInit : attempt to call a nil value
luaScriptError: anemone : postInit : attempt to call a nil value
luaScriptError: anemone : postInit : attempt to call a nil value
luaScriptError: anemone : postInit : attempt to call a nil value
luaScriptError: raspberry : postInit : attempt to call a nil value
luaScriptError: crotoid : postInit : attempt to call a nil value
luaScriptError: kingcrab : postInit : attempt to call a nil value
luaScriptError: kingcrab : postInit : attempt to call a nil value
luaScriptError: jelly : postInit : attempt to call a nil value
luaScriptError: jelly : postInit : attempt to call a nil value
luaScriptError: jelly : postInit : attempt to call a nil value
luaScriptError: raspberry : postInit : attempt to call a nil value
luaScriptError: raspberry : postInit : attempt to call a nil value
luaScriptError: tromulo : postInit : attempt to call a nil value
luaScriptError: tromulo : postInit : attempt to call a nil value
luaScriptError: crotoid : postInit : attempt to call a nil value
luaScriptError: orbholder : postInit : attempt to call a nil value
luaScriptError: EnergyOrb : postInit : attempt to call a nil value
luaScriptError: crotoid : postInit : attempt to call a nil value
luaScriptError: anemone3 : postInit : attempt to call a nil value
luaScriptError: anemone3 : postInit : attempt to call a nil value
luaScriptError: anemone2 : postInit : attempt to call a nil value
luaScriptError: anemone2 : postInit : attempt to call a nil value
luaScriptError: shrimp : postInit : attempt to call a nil value
luaScriptError: shrimp : postInit : attempt to call a nil value
luaScriptError: raspberry : postInit : attempt to call a nil value
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: shrimp : postInit : attempt to call a nil value
luaScriptError: shrimp : postInit : attempt to call a nil value
luaScriptError: shrimp : postInit : attempt to call a nil value
luaScriptError: eel : postInit : attempt to call a nil value
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: scooter : postInit : attempt to call a nil value
luaScriptError: scooter : postInit : attempt to call a nil value
Regular turtle
Lights off!
luaScriptError: healthplant : postInit : attempt to call a nil value
luaScriptError: raspberry : postInit : attempt to call a nil value
luaScriptError: raspberry : postInit : attempt to call a nil value
luaScriptError: jelly : postInit : attempt to call a nil value
luaScriptError: anemone : postInit : attempt to call a nil value
luaScriptError: anemone : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: seahorsebaby : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: songleaf : postInit : attempt to call a nil value
luaScriptError: tromulo : postInit : attempt to call a nil value
luaScriptError: tromulo : postInit : attempt to call a nil value
luaScriptError: eel : postInit : attempt to call a nil value
playMusic: openwaters
BgLoop-OpenWaters
initAvatar
in initAvatar
changeForm...
changeForm: 0
lastForm: 0
done
auraType...
trip
web
done initAvatar
Done initAvatar
reset timer
paths init
pos [-1], file :gfx/nautilusprime-body
LOADED TEXTURE FROM DISK: [nautilusprime-body] ref: 1 idx: 791
pos [-1], file :gfx/nautilusprime-tentacles
LOADED TEXTURE FROM DISK: [nautilusprime-tentacles] ref: 1 idx: 792
pos [-1], file :gfx/nautilusprime-eye
LOADED TEXTURE FROM DISK: [nautilusprime-eye] ref: 1 idx: 793
NautilusPrime
BossDieSmall
BossDieBig
Updating bgSfxLoop
loading map init script
fading in
FADEIN
I'd lived as a feral creature, not thinking beyond the simplest desires...
transturtle : attempt to call a nil value animationKey

Man... that's a lot of errors... :-/
« Last Edit: May 07, 2010, 03:27:03 pm by Deluran »

Offline GG Crono

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Re: Aquaria crashes on load
« Reply #10 on: May 07, 2010, 05:30:19 pm »
There isn't anything in my debug log, probably for a reason I neglected to mention before, and for that I apologize.

Once it freezes, the only way I could get it to close is to ctrl-alt-del.

Just for the sake of completeness, this is all that's in my debug file:

Quote
DSQ init
Mipmaps Enabled
DeveloperKeys Disabled
VoiceOvers Enabled
Init Graphics Library...

Offline Alec

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Re: Aquaria crashes on load
« Reply #11 on: May 08, 2010, 06:35:28 am »
If it dies on init graphics library, that implies that you might have a driver mismatch. Your first, best bet is to make sure you have the latest drivers for your card.

(Sometimes older/alternative drivers work better, if you have an ATI card on a laptop, for example, you may have to check these forums for information on which driver versions work best.)

If it crashes trying to load a particular graphics file, you may have a corrupt installer or some other problem with the install path. But usually, if none of the graphics load, the game should just start up with all blank textures - so it might be some weird video card or driver related issue, like running out of VRAM or something odd.

Offline Neuromante

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Re: Aquaria crashes on load
« Reply #12 on: May 08, 2010, 10:41:10 am »
If it crashes trying to load a particular graphics file, you may have a corrupt installer or some other problem with the install path. But usually, if none of the graphics load, the game should just start up with all blank textures - so it might be some weird video card or driver related issue, like running out of VRAM or something odd.

So, any suggestions on what to do? I redownloaded the game twice (again, as I said in my first post) just to uncheck the "corrupt installer" problem, and I'm getting the same problem with the demo.

I'm begginning to think about going back to the old drivers to see if the game works, but without a clue on "why" it's happening it's a bit risky :s


EDIT: All right, old-manufacturer-drivers installed, and the game works. Just hope other games (Wich potentially needed newer drivers) still running fine.
There's any know reason for this behavior? There's some kind of patch in work to fix that?

EDIT2: Forget about it. Trying to run penumbra -same settings, old drivers- gives me an excellent amount of 12fps, rendering the game almost unplayable. Gonna reinstall new fresh drivers (Wich filename is 9-3-mobile_xp32_dd_ccc_enu.exe, just for the record) and keep waiting a realistic solution. Again: There's any kind of patch/fix in progress to solve that kind of crashes? Seems I'm not the only one having them, and its a pity we can't play the game with the new drivers...
« Last Edit: May 08, 2010, 02:41:04 pm by Neuromante »

Offline GG Crono

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Re: Aquaria crashes on load
« Reply #13 on: May 08, 2010, 10:21:51 pm »
Still waiting to hear back from somebody on the video card matter, but something just happened that I think is worth mentioning.

I downloaded Gish (also from the Bundle) and it won't run either. It fails in the same way as Aquaria; the window appears and immediately locks up.

hattmoward

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Re: Aquaria crashes on load
« Reply #14 on: May 10, 2010, 04:08:04 am »
I'm getting the same crash as the OP with the same debug.log output, right after loading up bigglow.png.  Fault module is also atioglxx.dll.   System is Vista 32, 3G ram, ATI HD 4850 512M, running latest Catalyst 10.4 now, but failed with 9.5 also.  Installer was downloaded from the Humble Bundle site and I verified the MD5, in addition to the NSIS installer self-verifying at startup.  No success with any configuration options.