EVERY GODDAMN TIME!

All things Desktop Dungeons

Re: EVERY GODDAMN TIME!

Postby oatmeal2k on Tue Feb 14, 2012 1:59 am

Its an integrated card, but I've been having crashes on this and my other laptop too. No particular slowdown that I noticed, just lots and lots of messy messy crashes, I have never seen such a crashy game. And, just for giggles I tried it in IE instead, same dungeon, crash boom. I know its a beta, but it has to be baseline playable if I'm gonna try to contribute. I think I'm done, maybe I'll check back in when its off unity and see if I get a return on my 10 bucks. Here's my specs from the unity crash:

System:
OS: Windows 7 Service Pack 1 (6.1.7601) 64bit
CPU: Intel(R) Core(TM) i7 CPU Q 840 @ 1.87GHz, count: 8
Physical RAM: 16312 MB
Addressable RAM: 2048 MB

D3D9:
Renderer: NVIDIA Quadro FX 3800M
VendorID: 10de
Driver: nvd3dum.dll 8.17.12.8026
VRAM: 997 (via DXGI)

OpenGL:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: Quadro FX 3800M/PCI/SSE2
VRAM: 997 (via DXGI)
Extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

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oatmeal2k
 
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Re: EVERY GODDAMN TIME!

Postby zeemeerman2 on Tue Feb 14, 2012 12:48 pm

My previous laptop always crashed when Unity had fully loaded the game (black bar at the beginning of the game was full, then crashed). Nowadays with a much newer laptop, I never have Desktop Dungeons crashed once.

So I assume it has to do something with one or more aspects about the hardware:
Older laptop had 2 GB DDR2 RAM, new laptop 4 GB DDR3 RAM (so too little RAM may be an issue)
Older laptop had an integrated Intel GMA X3100 card with 144 MB VRAM, new laptop a dedicated ATI Radeon HD 6750M card with 512 MB VRAM (so too little VRAM may be an issue)
Older laptop had a 2.1 GHz Core 2 Duo cpu, new laptop has a 2.2 GHz Sandy Bridge i7 cpu, though I don't think it has something to do with this.
Older laptop used Firefox or Aurora, newer laptop uses Chrome, though I don't think it has to do something with this.

Decrease your RAM by putting less RAM in your pc or running an application or virtual machine eating your precious RAM and some CPU power. Or buy a cheap netbook running Desktop Dungeons inside the browser, looking for crashes. -- just for testing purposes of course.
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Re: EVERY GODDAMN TIME!

Postby Artagas on Tue Feb 14, 2012 4:10 pm

Since the most recent patch the game crashed 2x for me when i delivered the killing blow to the boss. No need to say how annoying it is (especially after the last one when i managed a totally brilliant laby win with 1 hp/3mp/no potions left)
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Re: EVERY GODDAMN TIME!

Postby MaskedHuzzah on Wed Feb 15, 2012 7:21 pm

I've had it occur more than a dozen times in the past few weeks, across IE, FF, and Chrome, always with the latest Unity install. It happens regardless of dungeon or circumstance - I usually keep playing until it crashes. I've been trying the various vicious dungeons, but it has also occurred on the easier money runs. I've seen more crashes than end screens of any kind since this started happening.

I've seen unity crash as I was buying something from a shop, but it's more likely to happen when I'm fireballing something, and happens more often when I've been fireballing constantly. It's a school PC, but a quick check shows that it has:

Pentium Dual-Core CPU E5300 @ 2.6 GHZ 2.6 GHZ
4.00 GB RAM
And is running 32-Bit Windows 7.
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Re: EVERY GODDAMN TIME!

Postby The Avatar on Wed Feb 15, 2012 9:33 pm

I have never seen a crash on safari. At least on my Mac.
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Re: EVERY GODDAMN TIME!

Postby Lujo on Thu Feb 16, 2012 9:48 am

It crashed safari for me, I tried it on your recommendation.
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Re: EVERY GODDAMN TIME!

Postby The Avatar on Thu Feb 16, 2012 12:15 pm

Hmm... Then I gues it's your computer. I have a really big desktop Mac, and it works fine.
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Re: EVERY GODDAMN TIME!

Postby Sythion on Fri Feb 17, 2012 10:44 pm

I'm extremely surprised that there are people who are NOT crashing.

This is happening on my work laptop (shhh... don't tell my boss!), my old gaming laptop, my old PC, and my new high-end PC. Unity versions vary on them significantly, but all of them crash on Vicious difficulty levels. Loadouts don't seem to make a difference.

I seem to be able to get smaller dungeons to work for my 5x gold runs.

I would say there is maybe a 5% chance of the game not crashing on Vicious difficulty by the end.

Really incredibly likely odds.

All of my PCs are running Intel processors, that is the only connection I can see.
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Re: EVERY GODDAMN TIME!

Postby gjaustin on Fri Feb 17, 2012 11:48 pm

How memory do those computers have? I've crashed on my 4GB work machine (don't tell my boss either), but not my 8GB personal machine. I have an older computer with 2GB so I might pull it our and give it a try.

I DID get some nasty slowdown on an Assassin run of VHoS though. But it held out until the end.
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Re: EVERY GODDAMN TIME!

Postby Gorgon on Sat Feb 18, 2012 12:11 am

I play on a Macbook Pro using Chrome and I've never had a Unity crash.
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