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Spiel stürzt nach Ladescreen ab

Verfasst: Mi 4. Sep 2013, 16:47
von Pandora89
Hi,
ich nochmal, habe Wiggles nach Anleitung installiert, die 3patches, die mp3-codecs. Die Adminberechtigungen und alles eingestellt.
Nun starte ich es und es stürtzt jedesmal beim Ladescreen ab.
Könnt ihr mir helfen es wieder zum laufen zu bringen? ich habe es Jahre nich gespielt und bin so scharf drauf!
Die Installation habe ich nun schon 3mal gemacht.
Im Anhang mal ein Bild wie das dann aussieht und die entsprechende Textdatei lautet:

Error(12232):invalid 3DB:
fenrir
while executing
"db_load fenrir":
;# animinit.tcl
;# allgemeine definitionen zum abspielen von animationen


set ANIM_STILL 0 ;# spiele keine animation ab
set ANIM_ONCE 1 ;# spiele die animation genau einmal ab
set ANIM_LOOP 2 ;# spiele die animation staendig ab


;# laden der animationsdatenbanken
db_load mann
if { ! [minimalrun] } {
db_load frau
}
db_load werkzeuge
db_load halbzeuge
db_load muetzen
db_load licht
db_load muetzen
db_load produktionsstaetten
db_load rohstoffe
db_load nahrung
db_load kampf
db_load hamster
if { ! [minimalrun] } {
db_load freizeit
db_load transport
db_load wuker
db_load troll
db_load fenrir
db_load einrichtung
db_load baby
db_load fisch_a
db_load ringe


db_load wandboden
db_load hinterlegung
db_load trollhausen
db_load flusslandschaft
db_load metalltech
db_load oberwelt
db_load kristall
db_load lavawelt
db_load auskleidung
db_load drache
db_load drache01
db_load krake
db_load spinne
db_load brut
db_load riesenhamster
db_load riesenelfe
db_load joinedobjs
db_load odin
db_load odinshand
db_load fifi
}




;# funktion zum generieren der dummyclasses (deko wie gras, moos, ...)
proc SetDummyClasses {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set anim 0
if { [string toupper [lindex $objclass 2]] == "ANIM" } {
set anim 2
}


set firstanim [lindex $animlist 0]
set classname Dummy_$classname
def_idiobjclass $classname "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard $anim
class_viewinfog 1
class_physic 1
#class_disablescripting
# keine obj_init für Dummy Classen
"
}
}


;# funktion zum generieren der dummyclasses (deko wie gras, moos, ...) kein Z-Write
proc SetDummyClassesNoZ {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set anim 0
if { [string toupper [lindex $objclass 2]] == "ANIM" } {
set anim 2
}


set firstanim [lindex $animlist 0]
set classname Dummy_$classname
def_idiobjclass $classname "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard $anim
class_defaultmaterial modelnozwrite
class_viewinfog 1
class_physic 0
#class_disablescripting
# keine obj_init für Dummy Classen
"
}
}


;# funktion zum generieren der dummyclasses (deko wie gras, moos, ...) unsichtbar im fogofwar
proc SetDummyClassesF {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set firstanim [lindex $animlist 0]
set classname Dummy_$classname
def_class $classname none dummy 0 {} "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard
class_physic 1
class_disablescripting
# keine obj_init für Dummy Classen
"
}
}


;# funktion zum generieren der dummyclasses (deko wie gras, moos, ...) unsichtbar im fogofwar, no physix
proc SetDummyClassesFNoPhys {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set firstanim [lindex $animlist 0]
set classname Dummy_$classname
def_class $classname none dummy 0 {} "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard
class_physic 0
class_disablescripting
# keine obj_init für Dummy Classen
"
}
}


;# funktion zum generieren der dummyclasses (deko wie gras, moos, ...) unsichtbar im fogofwar, no physix
proc SetDummyClassesFNoPhysNoIdiObj {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set firstanim [lindex $animlist 0]
set anim 0
if { [string toupper [lindex $objclass 2]] == "ANIM" } {
set anim 2
}
set classname Dummy_$classname
def_class $classname none dummy 0 {} "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard $anim
class_physic 0
def_event evt_dummy
handle_event evt_dummy \{\}
method dummy \{\} \{\}
obj_init \{\}
"
}
}


;# wie SetDummyClasses nur die objecte der classen koennen vor der landschaft plaziert werden
proc SetFrontDummyClasses {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set classname Dummy_$classname
def_class $classname none dummy 0 {} "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard
class_physic 1
class_viewinfog 1
class_disablescripting
# keine obj_init für Dummy Classen
"
}
}


proc SetFrontDummyClassesNoPhys {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set classanimlist $animlist
set animname [lindex $classanimlist 0]
if {$animname==""} {log "ERROR in dummy.tcl: no animname for class $classname!";continue}
set classname Dummy_$classname
set anim 0
set animstartframe 0


set txtanimparam1 -1
set txtanimparam2 -1
set txtanimparam3 0
set txtanimparam4 2


set txtprmshift 0


if { [string toupper [lindex $objclass 2]] == "ANIM" } {
set anim 2
incr txtprmshift
if { [string toupper [lindex $objclass 3]] == "RANDOM" } {
set animstartframe [irandom [db_animlength $animname.standard]]
log "random anims for $classname ($animstartframe)"
incr txtprmshift
}
}
if { [string toupper [lindex $objclass [expr {2 + $txtprmshift}]]] == "TXTANIM" } {
set txtanimparam1 [lindex $objclass [expr {3 + $txtprmshift}]]
set txtanimparam2 [list [lindex $objclass [expr {4 + $txtprmshift}]]]
if {[llength $objclass]>[expr {5 + $txtprmshift}]} {
set txtanimparam3 [lindex $objclass [expr {5 + $txtprmshift}]]
if {[string toupper $txtanimparam3] == "RANDOM"} {
set txtanimparam3 -1
}
}
if {[llength $objclass]>[expr {6 + $txtprmshift}]} {
set txtanimparam4 [lindex $objclass [expr {6 + $txtprmshift}]]
}
}
def_class $classname none dummy 0 {} "
call scripts/misc/animclassinit.tcl
class_defaultanim $animname.standard $anim
class_defaulttxtanim $txtanimparam1 $txtanimparam2 $txtanimparam3 $txtanimparam4
class_viewinfog 1
if { [has_cmap $animname.standard] } {
class_collision 1
}
class_disablescripting
# keine obj_init für Dummy Classen
"
}
}


if {![info exists noidiobjclassescnt]} {set noidiobjclassescnt 0}
proc SetDummyClassesAll {params objclasslist} {
global noidiobjclassescnt


set viewinfog 1
set physic 0
set idiobj 1
set zwrite 1
set front 1
set collision -1


foreach var {viewinfog physic idiobj zwrite front collision} {
if {[lsearch $params $var]!=-1} {
set $var 1
} elseif {[lsearch $params no$var]!=-1} {
set $var 0
}
}


foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
set firstanim [lindex $animlist 0]
set opts [lrange $objclass 2 end]
set anim 0
set animrand 0
set txtanim 0
set c_idiobj $idiobj


if { [string match -nocase "*anim*" $opts] } {
set anim 2
set c_idiobj 0
if { [string match -nocase "*animrandom*" $opts] } {
set animlen [db_animlength $firstanim.standard]
set animrand 1
}
}


if { [string match -nocase "*txtanim*" $opts] } {
set txtanim 1
set c_idiobj 0
set idx 1
foreach entry $opts {
if { [string match -nocase "txtanim" $entry] } {
break
}
incr idx
}
set txtsubmesh [lindex $opts $idx]
incr idx
set txtanimlist [lindex $opts $idx]
incr idx
set txtstart [lindex $opts $idx]
if {[string match -nocase "random" $txtstart]} {
set txtstart -1
} elseif {$txtstart==""||![string is integer $txtstart]} {
set txtstart 0
}
incr idx
set txtmode [lindex $opts $idx]
if {$txtmode==""||![string is integer $txtmode]} {set txtmode 2}
}


if { $collision == -1 && [has_cmap $firstanim.standard] } {
set c_collision 1
} elseif { $collision == 1 } {
set c_collision 1
} else {
set c_collision 0
}


set classname Dummy_$classname
set defcode "class_defaultanim $firstanim.standard $anim"
if {$txtanim} {append defcode ";class_defaulttxtanim $txtsubmesh \{$txtanimlist\} $txtstart $txtmode"}
append defcode ";class_viewinfog $viewinfog"
append defcode ";class_physic $physic"
append defcode ";class_collision $c_collision"
if {!$zwrite} {append defcode {;class_defaultmaterial modelnozwrite}}
if {$c_idiobj} {
append defcode {;class_disablescripting}
} else {
append defcode {;def_event edummy;handle_event edummy {};method mdummy {} {}}
if {$animrand} {
append defcode ";obj_init \{set_anim this $firstanim.standard \[irandom $animlen\] $anim\}"
} else {
append defcode {;obj_init {}}
}
}
if {!$c_idiobj} {
incr noidiobjclassescnt
}
def_class $classname none dummy 0 {} $defcode
}
}


;# wie SetDummyClasses nur die objecte der classen koennen vor der landschaft plaziert werden
proc SetWeaponClasses {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]
def_class $classname metal tool 0 {} "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard
class_physic 1
class_viewinfog 1
method is_weapon {} {}
method destroy {} { del this }
obj_init \"
set_selectable this 1
set_hoverable this 1
\"
"
}
}


proc SetCaveSkinClasses {objclasslist} {
foreach objclass $objclasslist {
set classname [lindex $objclass 0]
set animlist [lindex $objclass 1]


set nameidlist [split $classname "_"]
set sSet [lindex $nameidlist 0]
set sSize [lindex $nameidlist 2]
set sDetail [lindex $nameidlist 4]


switch $sSet {
"Urw" {set iSet 0}
"Met" {set iSet 1}
"Kris" {set iSet 2}
"Golden" {set iSet 3}
default {set iSet 0; log "SetCaveSkinClasses: unknown set: $sSet"}
}


switch $sSize {
"1" {set iSize 0}
"2" {set iSize 1}
"3" {set iSize 2}
"4" {set iSize 3}
default {set iSize 0; log "SetCaveSkinClasses: unknown size: $sSize"}
}


switch $sDetail {
"a" {set iDetail 2}
"b" {set iDetail 1}
"c" {set iDetail 0}
default {set iDetail 0; log "SetCaveSkinClasses: unknown detail: $sDetail"}
}


if { [llength $objclass] >= 3 } {set iSet [lindex $objclass 2]}
if { [llength $objclass] >= 4 } {set iDetail [lindex $objclass 3]}
if { [llength $objclass] >= 5 } {set iSize [lindex $objclass 4]}


def_class $classname none dummy 0 {} "
call scripts/misc/animclassinit.tcl
set classanimlist \{$animlist\}
set animname \[lindex \$classanimlist 0\]
class_defaultanim \${animname}.standard
class_physic 0
class_viewinfog 1
class_collision 0
add_cave_skin_class $iSet $iDetail $iSize
"


}
}


proc Create_Instant_Trigger_Class {classname seqfile {existclasses "none"}} {
set defcode {
call scripts/classes/story/sequencer.tcl
obj_init {
call scripts/classes/story/sequencer.tcl
}
method run {} {
if { "existclasses" != "none" } {


set ol [obj_query this -class existclasses -limit 1]
if { $ol == 0 } {
set_undeletable this 0
del this
return
}
}
set sequencescript seqfile
sequencer_activate
}
method create {} {
set nt [new classname]
set_owner $nt 0
set_pos $nt [get_pos this]
call_method $nt run
}
}
set defcode [string map "classname $classname seqfile $seqfile existclasses $existclasses" $defcode]
def_class $classname none dummy 0 {} $defcode
}







Error(2461):invalid 3DB:
fenrir
while executing
"db_load fenrir"
invoked from within
"call scripts/init/animinit.tcl":
log "parse systeminit script"
log "minimal:[minimalrun]"


# log_mask -* +system +tclerror +gui


;# logmod Tcl ;# print only Tcl logs
logdebug off


if { ![minimalrun] } {
call scripts/init/customcommands.tcl
}


set info "[lmsg Language] Full version"
log "Loading $info"
set_run_info $info


;# useful procedures
proc ? { args } { print [eval {$args}] }


call scripts/init/shader.tcl
call scripts/init/txtinit.tcl
call scripts/init/animinit.tcl
call scripts/init/classinit.tcl
load_info "[lmsg "Classes done"]"


if { ![minimalrun] } {
call scripts/init/soundinit.tcl
load_info "[lmsg "Soundinit done"]"
call scripts/init/adaptiveinit.tcl
load_info "[lmsg "Musicinit done"]"


call scripts/init/lginit.tcl
load_info "[lmsg "LGInit done"]"


call scripts/init/talkinit.tcl


call scripts/init/claninit.tcl


call scripts/init/makettree.tcl
init_techtree scripts/gameplay/gen_tt.tcl
load_info "[lmsg "Techtree done"]"
}


if { ![minimalrun] } {
call scripts/init/fight.tcl
load_info "[lmsg "Fightinit done"]"
}


#log "initializing artificial inteligence"
ai init 0 data/scripts/ai/std_ai.tcl
set aideflevel [perfoptions playeraidefault]
if { $aideflevel != 0 } {
log "ai enabled"
ai enable 0
}
#log "AI initialized"


;# create map and excute procedure gameinit
# map create 128 128 { }
map create 64 64 { }


# call data/gamesave/preset_Urwald.tcl
# call data/gamesave/preset_Urwald_a.tcl


if { [file exists data/userstartup.tcl] } {
call userstartup.tcl
} else {
if { ![minimalrun] && ![get_mapedit] } {
call data/templates/unq_menue.tcl
MapTemplateSet 25 28


call templates/urw_gng_021_a.tcl
MapTemplateSet 21 40


call templates/urw_gng_022_a.tcl
MapTemplateSet 45 40


set_view 32.368 40.858 1.38 -0.355 0.165 ;# set inital camera view (x y zoom)
sel /obj
set FR [new FogRemover]
set pos { 32.368 39.5 10 }
set_pos $FR [vector_add $pos {0 0 0}]
call_method $FR fog_remove 0 50 50
call_method $FR timer_delete -1
adaptive_sound marker menue $pos
adaptive_sound primary menue


sel /obj
set ts [new Trigger_StartScreen]
call_method $ts validate
call_method $ts disable_logging


} else {
perfoptions simplecontrol 0
}
gui_new_game
}


show_loading no
gametime start
load_done
log "systeminit script succesfully parsed"

Re: Spiel stürzt nach Ladescreen ab

Verfasst: Fr 6. Sep 2013, 19:10
von Chris1231
hallo
du wirst das spiel wohl nochmal installieren müssen, weil die fenrir.3db beschädigt oder nicht mit installiert wurde

Re: Spiel stürzt nach Ladescreen ab

Verfasst: Sa 7. Sep 2013, 13:29
von Ageraluon
Eventuell ein Kratzer auf der CD, wenn du mir mal eine pm mit einer Email schickst, sende ich dir gerne meine Datei zu.

Beste Grüße,
Ageraluon