View Full Version : Splinter Cell v1.2 Patch = General Protection Fault
AngelGraves13
04-15-03, 12:43 AM
What are these guys doing over at Ubi?? I run this update and it seems like they put more work into the installer than the ****ing patch. I run the game and it says "General Protection Fault - History:" and that's it. No way around it at all! I restarted and the game launched but as soon as the level loaded and I hit fire, it crashed to the desktop with the same error. ****ing Ubi man! I've had it with this ****. They should have a board of whatever the hell you want to call them do some massive ****ing testing on games before they're released, and this goes for patches too. Sometimes I think they put this **** together half asleep with a molten shake dripping off the desk and pizza with extra cheese hanging from their mouth. We need someone to stand up against these bastards!
What are your system specs?
Operating system and service packs?
DirectX version?
Video card? Drivers?
Sound card? Drivers?
I saw someone over at the Splinter Cell forums who had a GPF problem running the game at 1280x1024 when his desktop was set to 1280x960. He set his desktop resolution to 1280x1024 and it stopped (I was more inclined to edit SplinterCell.ini and set my game resolution to 1280x960, but that's just me). I installed the 1.2 patch last night, but didn't get a chance to play at all. I never had a problem with it before, though, on the rig in the sig...
Cheers,
JND
Darren555
04-15-03, 10:26 AM
Does this patch cure the Anti Aliasing issues?
Originally posted by Darren555
Does this patch cure the Anti Aliasing issues?
It's not only and ATI issue. It's a game issue.
AngelGraves13
04-15-03, 11:54 AM
Originally posted by jnd3
What are your system specs?
Operating system and service packs?
DirectX version?
Video card? Drivers?
Sound card? Drivers?
I saw someone over at the Splinter Cell forums who had a GPF problem running the game at 1280x1024 when his desktop was set to 1280x960. He set his desktop resolution to 1280x1024 and it stopped (I was more inclined to edit SplinterCell.ini and set my game resolution to 1280x960, but that's just me). I installed the 1.2 patch last night, but didn't get a chance to play at all. I never had a problem with it before, though, on the rig in the sig...
Cheers,
JND
Windows XP Professional SP1
DirectX 9.0a
MSI GeForce 4 Ti 4400 - Det. 43.51
Creative SB Live! 5.1 Platinum - Feb. 2003 drivers form Creative
Well, I usually run my games at 1280X960. I'm running on Det. 43.51 and I tested all my games after installing the Dets. and they ran fine, but after installing this patch it gave me that bloody error. And for those of you that don't already know, Splinter Cell works with AA on with the Det. 43.45, perfectly! This patch is supposed to fix problems, not cause them...that's why I'm pissed.
Right. I can understand your frustration! I have the "crackling audio" problem with the nForce2, so I'm limited to about 20 minutes of SC before the sound goes to pot!
So all your games run at 12x9. (Do you actually have that as an option in the Splinter Cell menu, or did you have to manually edit the .ini file?) What's your desktop setting? The same? Perhaps try setting your Splinter Cell resolution to your desktop resolution, and make sure you have the drivers set to "Application" (or whatever the equivalent is nowadays). It might be worth a check to downgrade to the 43.45 drivers, just to see...
Cheers,
JND
All these recent console to PC ports have been buggy POS. Splinter Cell, Metal Gear Solid 2, GTA 3, Silent Hill 2, Hitman 2... all of them had stability, compatibility or performance issues. I guess the moto is: don't buy a console game for a PC.
I'd by happy if I could just run Splinter Cell in FSAA. Lame console programmers obviously never heard of it.
Is this "design for console then port to pc" the wave of the future? If so, it doesn't bode well. Design for the inferior, then port to the more advanced. That's backasswards to me.
Phyre
AngelGraves13
04-15-03, 10:43 PM
Originally posted by jnd3
Right. I can understand your frustration! I have the "crackling audio" problem with the nForce2, so I'm limited to about 20 minutes of SC before the sound goes to pot!
So all your games run at 12x9. (Do you actually have that as an option in the Splinter Cell menu, or did you have to manually edit the .ini file?) What's your desktop setting? The same? Perhaps try setting your Splinter Cell resolution to your desktop resolution, and make sure you have the drivers set to "Application" (or whatever the equivalent is nowadays). It might be worth a check to downgrade to the 43.45 drivers, just to see...
Cheers,
JND
I run everything, I mean everything (including desktop) at 1280X960. My monitor goes up to 1600X1200, but everything runs like crap and the desktop looks too damn small on my Viewsonic P775. I'm running the 43.51 Dets, there is only Performance, Balance, and Quality....I had mine set to Application before updating the drivers and then it was set to Quality, so I'm guessing Quality is the new Application and Balanced is the old Quality and Performance is the old Aggressive.
By the way, I got it to work by setting it to 1280X960. Damn Ubi though....pisses me off that I can't run it at 1600X1200 to take a nice snapshot.
I'd by happy if I could just run Splinter Cell in FSAA. Lame console programmers obviously never heard of it.
haha, you're funny. Lame PC programmers more like.
"It doesn't work"
"ahh release a patch next week"
"Its too slow"
"Wait a month for Pc hardeware to catch up"
Console development is _much_ more stringent that PC game development, there can be absolutely no crashes on console games.
Dont start calling us console coders lazy, when the majority of the time its Pc games that have sloppy inefficient coding.
And FYI, PS2 does FSAA, as does Xbox.
vampireuk
04-16-03, 07:29 AM
Console coders just suck:p
The reason? because we pc users have to put up with all these dumbed down games:mad: :p
Originally posted by 99 to Life
By the way, I got it to work by setting it to 1280X960. Damn Ubi though....pisses me off that I can't run it at 1600X1200 to take a nice snapshot.
You got it to work? Great! :D
(C'mon, Nvidia, get those Nforce drivers OUT, for cryin' out loud! I wanna play SC and GR and RS for more than 20 minutes at a stretch!)
You could temporarily set your desktop to 1600x1200 in order to play SC at that resolution. Do you have MultiRes? It's a great little proggie for switching resolutions on the fly. Just search for it over at MajorGeeks.
Cheers,
JND
Originally posted by Nutty
Dont start calling us console coders lazy, when the majority of the time its Pc games that have sloppy inefficient coding.
I didn't say there were lazy, I said they were LAME. Anyway its easier to code for a console. You just work within the confines of an SDK on a static platform. Even so, console games HAVE been released with bugs in them.
And FYI, PS2 does FSAA, as does Xbox.
Yet many of their games don't use it.
Besides, all the devs had to do in the case of Splinter Cell or Silent Hill 2 is run the game in FSAA to see the problems. It screws up on either ATI or nVidia graphics card. Seeing how a game looks in FSAA is a normal test. If you worked for a big development company and were writing a PC game, why wouldn't you try it out in FSAA before it was released? Its basic fundamental testing. Its like releasing a game without checking that the mouse control works.
saturnotaku
04-16-03, 01:37 PM
Originally posted by DaveW
I didn't say there were lazy, I said they were LAME. Anyway its easier to code for a console. You just work within the confines of an SDK on a static platform.
And the thing is, it shouldn't be too difficult to port Xbox games to the PC because the Xbox SDK is essentially DirectX. In today's PC gaming age, where the graphics hardware is so far ahead of the software, devs should know there are going to be people who will use FSAA. Oversights like this are completely inexcusable.
Blame the Pc coders then. It has nothing to do with the console coders :)
The reason you rarely see FSAA used in consoles is because of the performance penatly. Even Xbox is basically based on Gf4 with much slower memory, so obviously it aint gonna be blinding at AA.
Also, I'd just like to add, you dont need AA on consoles soo much because of the overall fuzziness of TV displays, that hide aliasing soo much.
AngelGraves13
04-20-03, 06:17 PM
Originally posted by Nutty
Also, I'd just like to add, you dont need AA on consoles soo much because of the overall fuzziness of TV displays, that hide aliasing soo much.
Where's component video when you need it...S-Video sucks ass. Too much bleeding with the color red, although it is very sharp and clear.
Gamecube supports component output. Though I think it may only be ntsc and jap versions.
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