Try reading Republic Commando
Have installed successfully, Star Wars Republic Commando, but I get the following error when I load the exe file to read, I use Vista 32 Home premium with service pack 2. My system is a dual core 2.4 ghz with 4 GB of ram and an ATI Radeon HD 4650 video card.
Microsoft Visual C++ Runtime Library
Runtime error!
Program:... RepublicCommando\GameData\System\SWRepublicCommando.exe
abnormal termination of the program
I've updated my Microsoft Visual Control Panel configuration/programs and features with version 2008 (deleted the older version of 2005). I also tried by performing a clean boot IE using msconfig/selective start up/hide all services on or off microsoft. Also tried as an administrator and even tried running in windows xp (service pack 2 mode) via options/compatibility.
The game is a legit version purchased in a store, not a copy. As indicated in the installation was fine but could not get the game starts over error.
Thanks in advance for any help that I can play this game.
Jackal72,
OK, give it a try. Uninstall the game and then Visual C++. Restart the computer. Install the game and test it. If you get the error, you must then run the System File Checker.
Mike - Engineer Support Microsoft Answers
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Tags: Windows
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All the answers and suggestions are provided by an enthusiastic amateur and are therefore no explicit or implicit guarantee. Basically, you use my suggestions at your own risk.
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Star Wars: Republic Commando. Worked on Vista, the problem is that when the game tries to load the first mission (the only one available for a new player) outputs of the game and gives the following. I hope this info is useful to anyone who is willing to take the time to help me. Thank you-Zachert45
Details:
Problem event name: APPCRASH
Application name: SWRepublicCommando.exe
Application version: 0.0.0.0
Application timestamp: 41f707e4
Fault Module name: StackHash_1a02
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception code: c0000005
Exception Offset: 6 c 707544
OS version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Information additional 1: 1a 02
More information 2: 1a022ea3469ead417de7f3ac704042e3
3 more information: aa4f
Additional information 4: aa4f8516a5b4c2bae31f69214dbeb837
In addition, the game made a newspaper that it lasted, if an error occurred. NOTE: Windows verson shown here was one of the many tests bring made, all ended the same way.
Uninitialized: open the log file, 08/09/12 19:20:48
Uninitialized: name subsystem initialized
Init: Detected: Windows NT 6.0 (Build: 6000)
Init: Build: 139
Init: Version of the engine: 2226
Init: Update: January 25, 2005
Init: command line:
Init: Base Directory: C:\Program Files (x 86) \LucasArts\Star Wars Republic Commando\GameData\System\
Init: Character set: ANSI
Journal: Related to Window.dll
Journal: Related to Core.dll
Journal: Related to frengine.dll
Init: Subsystem of the initialized object
Init: Computer: ZACHERT45HP
Init: User: Zachert45
Init: Of CPU Page size = 4096, processors = 4
Init: CPU detected: type processor PentiumPro (GenuineIntel)
Init: CPU features: FPU CMov EAP RDTSC MMX, SSE
Init: CPU @ 2694 MHz
Init: Total memory: Phys = 1048575 K Pagef = 2097151 K Virt = 2097024K
Init: Working together: 32000 / 159000
Init: Physical memory: 1023 MB
Init: D3D Device: video memory onboard: 1008
Caution: Charge Dynamics Engine.GameEngine
Journal: Bound to CTGame.dll
Journal: Bound to Gameplay.dll
Journal: Related to IpDrv.dll
Journal: Related to XInterface.dll
Journal: Related to XGame.dll
Init: Unreal engine initialized
Journal: Related to WinDrv.dll
Init: Client initialized
Journal: Related to D3DDrv.dll
Init: Direct3D detected adapters:
Journal: aticfx32.dll/Radeon HD 6470 M
Init: D3D Driver: MaxTextureBlendStages = 8
Init: D3D Driver: MaxSimultaneousTextures = 8
Init: D3D Driver: MaxActiveLights = 8
Init: D3D Driver: MaxPrimitiveCount = 5592405
Init: D3D Driver: MaxVertexIndex = 16777215
Init: D3D Driver: MaxStreams = 16
Init: D3D Driver: MaxStreamStride = 508
Init: D3D Driver: MaxVertexShaderConst = 256
Init: D3D Driver: VertexShaderVersion = 1.1
Init: D3D Driver: PixelShaderVersion = 1.4
Init: D3D Driver: support AGP detected
Init: D3D Driver: using w-pixel fog
Init: D3D Driver: trilineaires media
Init: D3D Driver: supports BLENDDIFFUSEALPHA
Init: D3D Driver: Supports LOD bias
Init: D3D Driver: Supports Z polarization
Init: D3D Driver: supports D3DTOP_ADDSIGNED2X
Init: D3D Driver: supports D3DTOP_BUMPENVMAP
Init: D3D Driver: supports D3DTOP_BUMPENVMAPLUMINANCE
Init: D3D Driver: supports D3DTOP_DOTPRODUCT3
Init: D3D Driver: supports D3DTOP_MODULATEALPHA_ADDCOLOR
Init: D3D Driver: supports D3DTOP_MODULATECOLOR_ADDALPHA
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Init: D3D Device: szDriver = aticfx32.dll
Init: D3D Device: szDescription = Radeon HD 6470 M
Init: D3D Device: wProduct = 8
Init: D3D Device: wVersion = 17
Init: D3D Device: wSubVersion = 10
Init: D3D Device: wBuild = 1065
Init: D3D Device: dwVendorId = 4098
Init: D3D Device: dwDeviceId = 26464
Init: D3D Device: dwSubSysId = 370806844
Init: D3D Device: dwRevision = 0
Init: D3D detected: ATI video card
Init: D3D Device: using cubemap [with mipmaps]
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticDiffuse
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularMatte
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularDull
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularPolished
Caution: Charge Dynamics BumpTex.StaticEnvmaps.StaticSpecularShiny
Journal: (Karma): Karma from beginning of game.
Journal: (Karma): creation of MeAssetDB.
Journal: (Karma): loading: ambient.ka
Journal: (Karma): loading: clone.ka
Journal: (Karma): loading: droid.ka
Journal: (Karma): loading: geonosian.ka
Journal: (Karma): loading: rasanimprops.ka
Journal: (Karma): loading: trandoshan.ka
Journal: (Karma): loading: turrets.ka
Journal: (Karma): loading: vehicles.ka
Journal: (Karma): loading: wookiee.ka
Journal: (Karma): finished creating MeAssetDB (27 properties).
Log: Watermark memory pre load: 0
Journal: Preload for entry Stats: 58 opened, looking for 269, dumpsters 954, bed 46950 KB / 4329, serialize 44419 KB / 1615039
Journal: LoadMap: entry 08/09/12 19:20:49
Log: Watermark memory pre load: 1
Caution: Charge Dynamics Entry.myLevel
Journal: Loading times for the entry: 0.000 sec total, 0.000 app
Connection: Time entry init actor coll: 0.000 sec total, 0.000 app
Journal: Play class is "GameInfo."
Newspaper: The level is level Entry.myLevel
Newspaper: * WARNING - paths is maybe NOT INVALID *.
Journal: What is the Entry.myLevel level to play (0) 08/09/12 19:20:49...
ScriptLog: InitGame:
ScriptLog: Mutator database is Entry.InGameTempName
ScriptLog: GameInfo::InitGame: bEnableStatLogging False
ScriptLog: MusicStat is InGameTempName
Connection: Time entry init BeginPlay: 0.000 sec total, 0.000 app 08/09/12 19:20:49
Log: Watermark memory Post charge: 2
Connection: Time entry init: 0.000 sec total, 0.000 app
Journal: Entry file load stats: opens 2, looking for 4, 9 trucks, 31KO bed / 16, serialize 7KO / 2092
Connection: Exit LoadMap 08/09/12 19:20:49
Caution: Charge Dynamics UDebugMenu.UDebugRootWindow
Caution: Charge Dynamics UDebugMenu.UDebugBlueLookAndFeel
Journal: Related to ALAudio.dll
Init: AL_VENDOR: Creative Labs Inc.
Init: AL_RENDERER: software
Init: AL_VERSION: OpenAL 1.0
Init: AL_EXTENSIONS: EAX 2.0, EAX, EAX, EAX 4.0 3.0 unified and EAX - AC3
Journal: 16 Sources AL Audio created!
Init: ALAudio: initialized subsystem.
ScriptLog: 255 team
Journal: (Karma): KInitSkeletonKarma: framework, but not of the world.
Init: System initialized to input InGameTempName
Journal: Open window
Journal: Couldn't put the window in the foreground.
Journal: Enter SetRes: 1024 x 768 full screen 0
Journal: Using back buffer 22 (32-bit) format
Journal: Using format 77 (32-bit) depth buffer
Journal: Creation of device
Init: D3D Driver: CreateDevice: will use the hardware transformation and lighting.
Init: D3D Driver: CreateDevice: will use hardware vertex processing
Journal: Create context of the EMI.
Init: Init game engine time: seconds 1,366000 total 1.014007 app
Journal: Game init load stats: opens 2, looking for 11, 61 Skips, bed 445 KB / 141, serialize 268 KB / 190555
ScriptLog: MenuOpen: XInterfaceCTMenus.CTStartPCMenu (RESET)
Caution: Charge Dynamics GUIContent.Menu.RC_title_bg
Journal: StartMovie with m_PlaybackRect (0, 0), (1024, 768)
Connection: Start time: 1,177000 seconds
Newspapers: Lots static mesh: 0 bytes of vertex, 0 bytes index
Journal: StartMovie with m_PlaybackRect (0, 0), (1024, 768)
Journal: Precaching: Entry.LevelInfo0
Journal: Allocation of the dynamic index buffer 16384 bytes.
Log: Precache time geometry: 0.006 sec total, 0.000 app
Journal: Texture precache time: 0.009 s total, 0.000 app
Journal: Statistics of load precache entry: opens 5 to 0, seeks 10 jumps, bed 1512 KB / 28, serialize 1496 KB / 142
Journal: 131072 bytes dynamic vertex buffer Allocation.
Caution: Charge Dynamics XInterfaceCTMenus.CTMenuMain
Journal: GotoMenu (InGameTempName)
Journal: StartMovie
Journal: CallMenu (InGameTempName)
Journal: GotoMenu (InGameTempName)
Journal: CloseMenu()
Journal: Browse: PRO? Name = zach? Class = CTCharacters.PlayerCommando? Team = 255 08/09/12 19:21
Log: Watermark memory pre load: 2
LOG: Preload PRO Stats: 2 opens, looking for the 14, 15 jumps, bed 1315 KB / 56, serialize 1289 KB / 23365
Journal: LoadMap: new level of loading. Pause/stop implementing caching of files.
Journal: Unloading: PRO package
Journal: LoadMap: PRO? Name = zach? Class = CTCharacters.PlayerCommando? Team = 255 08/09/12 19:21
ScriptLog: stop menu movie
Journal: Garbage collection
Journal: Serving garbage
Journal: Garbage: objects: 23768-> 23528; REF.: 232574
Journal: FName High Watermark: 33191
Journal: Number current FName: 30109
Journal: FName slots available: 3082
Journal: UObject High Watermark: 23774
Log: Watermark memory pre load: 3
Caution: Charge Dynamics PRO.myLevel
Journal: 131072 bytes dynamic vertex buffer Allocation.
Journal: (Karma): initialization Karma for the level.
Journal: (Karma): Autodetecting CPU SSE
Journal: (Karma): using SSE optimizations
Newspapers: Loading PRO time: 0,356 total sec, 0,328 app
Connection: Hour PRO init actor coll: 0.000 sec total, 0.000 app
Journal: Play class is 'CTGameInfoSP '.
Newspaper: The level is level PRO.myLevel
Journal: What is the PRO.myLevel level to play (0) 08/09/12 19:21...
ScriptLog: InitGame?: Name = zach? Class = CTCharacters.PlayerCommando? Team = 255
ScriptLog: Mutator is PRO. InGameTempName
ScriptLog: GameInfo::InitGame: bEnableStatLogging False
ScriptLog: MusicStat is InGameTempName
WARNING: PlayAnim: not found "ActionBreathe" sequence for the mesh "CloneBoy."
ScriptWarning: PawnFactory PRO. PawnFactory2 (function CTGame.Factory.PostBeginPlay:0058) Factory PRO. PawnFactory2 has no prototype!
WARNING: PlayAnim: not found "ActionBreathe" sequence for the mesh "GunshipBall."
ScriptWarning: PawnFactory PRO. PawnFactory0 (function CTGame.I read the fix below on three different forums.
Seems to work for some. Especially those with Pentium cpu."In the main Menu, select Options-> graphics. Variation in the quality of the low relief map. When I have it on medium or high, it crashes. »
The game was released in ' 05, a bad year for compatibility issues with different
DRM and Win7. If the problem is with the Launcher, then a noCD fix would be a good solution.
http://MegaGames.com/games/Star-Wars-Republic-Commando.
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