as tittle say, is the first time i have a problem with FF8
the game just CTD when i use for the first time to laguna / ward / kiros ( Where squall / zell / selphie fall unconscious on the train ), the scene just load and pass 2 or 3 sec and puf the game just CTD
I'm using the aila custom driver and nothing more, gona try without the ff8opengl.cfg, but i doubt that the problem
Any idea or tip how to fix it?, or there is some save database where i can download and load pass that "dream" part? ( It doesnt matter how the char they are, gona fix it with the save editor =P )
Well, any tip or idea is welcome, as allways best regards and thanks
The .log
INFO: FF7/FF8 OpenGL driver version 0.7.11b
INFO: Auto-detected version: FF8 1.2 US English
INFO: ATI Technologies Inc. ATI Radeon HD 2600/3600 Series 3.3.11079 Compatibility Profile Context
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 8
INFO: Original resolution 640x480, window size 900x675, output resolution 900x675, internal resolution 1280x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
INFO: vertex shader compile log:
Vertex shader was successfully compiled to run on hardware.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: main program link log:
Vertex shader(s) linked, fragment shader(s) linked.
INFO: fragment shader compile log:
Fragment shader was successfully compiled to run on hardware.
INFO: postprocessing program link log:
Fragment shader(s) linked.
MATRIX INITIALIZE
INITIALIZING SOUND...
initializing direct sound
EAXDirectSoundCreate
creating primary buffer
creating 3D listener interface
EAX: creating bogus sound buffer
EAX not supported
initializing audio data
OK
initializing streaming
SOUND INITIALIZED
DIRECT MUSIC - Enumerating Ports...
PORT 0: C-Media Wave Device
GUID={0x490a03e8,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 1: SRS Audio Sandbox
GUID={0x490a03e9,0x742f,0x11d2,0x8f,0x8a,0x0,0xc0,0x4f,0xbf,0x8f,0xef}
PORT 2: Mapeador Microsoft MIDI [Emulado]
GUID={0xfbd20c80,0x4f23,0x49b5,0xbc,0x88,0xb0,0xaa,0xfe,0x17,0xc,0xf0}
PORT 3: Sint. SW de tabla de ondas GS ( [Emulado]
GUID={0xb51a6124,0x4147,0x492c,0xa5,0x2b,0xad,0x5d,0xd1,0xf7,0x10,0x3b}
PORT 4: Microsoft Synthesizer
GUID={0x58c2b4d0,0x46e7,0x11d1,0x89,0xac,0x0,0xa0,0xc9,0x5,0x41,0x29}
Creating Port1...
SRS Audio Sandbox
Port1 supports XG data
WM_CLOSE
BinkClose
Releasing Performance...
Releasing Loader...
Releasing Port1...
Releasing DirectMusic interface...
Releasing COM...
The config
# ff7_opengl-0.7.10b config file
## USER OPTIONS ##
## If you just want to play the game, these are the only options you'll want to change.
# set the window size (or fullscreen resolution) of FF8
# 0 means use original resolution (whatever ff7.exe provides)
# preserve_aspect adds black borders as needed to preserve a 4:3 aspect ratio
window_size_x = 900
window_size_y = 675
preserve_aspect = yes
fullscreen = no
# mod directory
# subdirectroy of mods/ where textures will be loaded from
# does not affect the old external textures feature, those should still go in textures/
mod_path = mods
# check your driver settings if this option doesn't seem to work
enable_vsync = yes
# allow FF8 to use linear filtering for its textures
# some things look slightly better with this option on, but alot of textures just lose their detail
linear_filter = off
## ENHANCEMENTS ##
## All the little extras that weren't part of the original game, default options include only trivial bug fixes.
# post-processing shader, used to apply fullscreen effects
post_source = shaders/bloom2.post
enable_postprocessing = yes
## ADVANCED OPTIONS ##
## Don't fiddle with these unless you know what you're doing.
# use shaders, if available and supported
# turn shaders off to use the OpenGL 1.1 backend
use_shaders = yes
# prevent glitches due to rounding errors by rendering in the nearest (larger, if supported)
# multiple of the original resolution and up/down-scaling
prevent_rounding_errors = yes
# enable alpha blending for textures without an existing blending effect
fancy_transparency = off
# display frames per second counter in upper right corner
show_fps = yes
# display some real-time debug information
show_stats = no
# store external textures in a compressed cache for increased performance
# compression is not lossless, some artifacts may appear when this option is in use
# texture cache does NOT update automatically if the source image changes, however, deleting anything from the cache
# will cause that file to be recreated from the source
compress_textures = no
# use pixel buffer objects to speed up texture loading
# will probably crash horribly on ATI cards but should work for NVIDIA users
use_pbo = no
## MODDER OPTIONS ##
## These options are mostly useful to modders and should not be enabled during normal play.
# show every failed attempt at loading a .png texture
show_missing_textures = no