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Voyage to Farland is a tough-as-nails graphical roguelike game. What's a roguelike? It's a notoriously challenging dungeon crawler role playing game. This game is NOT a grindfest or a hack-n-slash game. It's turn-based and succeeding requires keen strategy and perseverance. But you're up to the task and you have what it takes to defeat the Spirit Witch and unlock the hardcore dungeon, The Path of No Return. If you make it to the end of THAT dungeon, a surprise is in store for you. Five themed dungeons. Tons of monster types with devious abilities. Voyage to Farland will keep you busy for months to come. Fun things you can do in Voyage to Farland: • get a pet robot you can level up • befriend an outcast monster that will help you fight • take on the challenge of the Strategy Dungeon • build weapon & shield enchantments and store gear in a warehouse

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Game crashes on start (Games : Voyage to Farland : Forum : Troubleshooting : Game crashes on start) Locked
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Sep 17 2013 Anchor

Just bought this today, figuring my (old) laptop could handle it, but it only gets past the title and closes. I see some trees and the sun and then *gone*. Running on XP with crappy hardware.

Sep 21 2013 Anchor

Siradein wrote: Just bought this today, figuring my (old) laptop could handle it, but it only gets past the title and closes. I see some trees and the sun and then *gone*. Running on XP with crappy hardware.


Sorry about this!

Voyage to Farland uses Java, so if you're running the game through the Desura client, it should assure that you have a recent Jave runtime installed. However, if you downloaded the standalone version and run the game outside the client, it will use whatever Java runtime is installed on your system. You could check whether you have a recent Java 6 or 7 runtime.

Also the Windows version uses a Java executable archive, but it's wrapped in a Windows exe wrapper, so it's difficult (impossible?) to get the log output and get a hint what might be going wrong. But if you don't mind a little debugging, you could download the Linux standalone version, copy the Voyage2.2.6.jar over into your current Windows install directory for Voyage to Farland (since the jar files are actually the same between Windows and Linux, except the wrapper thing) and launch the game something like this:

1) put Voyage2.2.6.jar in same directory as Voyage.exe
2) open a command prompt
3) cd to the above directory
4) type this command
java -Djava.library.path=lib -jar Voyage2.2.6.jar

This will start running the game, but print lots of debug info to the console. Maybe it will give us a hint at what's going wrong.

Another idea is to make sure you have all the latest greatest drivers for graphics, sound, etc.

And if you REALLY don't mind more hacky testing, you could put Ubuntu Linux on a USB drive (this is how I build the game for Linux!) and boot Ubuntu and try to run the game. This is kind of a long shot, but it's possible that your hardware can actually run the game, but a lack of newish drivers under XP is causing problems.

For what it's worth, I develop, run and test the game for both Windows and Linux using an HP laptop from 2009. Not exactly old, but no very new and fancy. I use Windows Vista, but also dual boot into XP occasionally. I've tried Voyage with XP once or twice and it seemed to run OK, but I haven't tested it extensively.

To build and test for Linux, I made a 4GB Ubuntu "pendrive Linux" stick using YUMI lately, but unetbootin also works. This allows you to boot Ubuntu Linux (the one I recommend) without installing or otherwise messing with your Windows installation on the harddrive. It's possible, although I'm not sure how likely, that Ubuntu Linux would have fairly updated and good graphics/sound drivers for your hardware. You'd then have to install openjdk-7-jre Java runtime from the Ubuntu software center before testing Voyage to Farland. May be too much work, though -- only if you like playing around with tech stuff.

Again sorry about the problem. If you can't get it working on your machine we can check with Desura about whether they can do a refund.

- Patrick

Edited by: espectra

Sep 21 2013 Anchor

Here's the full session when I booted the game through the command prompt with the Linux jar file.

Microsoft Windows XP [Version 5.1.2600](C) Copyright 1985-2001 Microsoft Corp.C:\Documents and Settings\Mike>cd:\program files\voyageThe filename, directory name, or volume label syntax is incorrect.C:\Documents and Settings\Mike>cd\program files\voyageC:\Program Files\Voyage>java -Djava.library.path=lib -jar Voyage2.2.6.jar------------------------------------------------------------------------current DisplayMode is 1024x768------------------------------------------------------------------------can do 12x9 80 pixel cells at this resolution...------------------------------------------------------------------------limiting to 12x9 cells to enforce 16x10 max------------------------------------------------------------------------------------------------------------------------------------------------found mode 1024x768------------------------------------------------------------------------OVERRIDING PREFERRED DISPLAY MODE SETTINGS SINCE THEY ARE INVALID (ONE OR MORE = 0)screen wid, hi -> 960,720Scale X,Y -> 2.5,2.5------------------------------------------------------------------------Current directory's canonical path: C:\Program Files\VoyageCurrent directory's absolute path: C:\Program Files\Voyage\.*************************************************************** STARTING THE GAME ************************************************************************************* *** PREFERRED DISP MODE SEEMS TO BE UNSET - SETTING WIDTH TO 1024 *** PREFERRED DISP MODE SEEMS TO BE UNSET - SETTING HEIGHT TO 768Sat Sep 21 16:22:22 EDT 2013 INFO:Slick Build #274DSBASEWIDTH, HEIGHT -> 384.0,256.0winfactor -> 2.5screen wid, hi -> 960,640DRAW_ACROSS DRAW_DOWN -> 13,9DOING BORDERS -> falseDRAW_SHIFT_X _Y -> 32,64screen wid, hi -> 960,640Scale X,Y -> 2.5,2.5...BONUS window size at start!Sat Sep 21 16:22:23 EDT 2013 INFO:LWJGL Version: 2.8.4Sat Sep 21 16:22:23 EDT 2013 INFO:OriginalDisplayMode: 1024 x 768 x 32 @60HzSat Sep 21 16:22:23 EDT 2013 INFO:TargetDisplayMode: 960 x 640 x 0 @0HzSat Sep 21 16:22:23 EDT 2013 INFO:Starting display 960x640Sat Sep 21 16:22:23 EDT 2013 INFO:Use Java PNG Loader = trueSat Sep 21 16:22:23 EDT 2013 INFO:Controllers not availablescreen wid, hi -> 960,640Scale X,Y -> 2.5,2.5Sat Sep 21 16:22:23 EDT 2013 INFO:Initialising sounds..Sat Sep 21 16:22:23 EDT 2013 INFO:- Sound worksSat Sep 21 16:22:23 EDT 2013 INFO:- 64 OpenAL source availableSat Sep 21 16:22:23 EDT 2013 INFO:- Sounds source generatedSFX LOADED ALL SOUND FX!GT language is enGT lib fullname from arch is libpecvoy32GT os.name is windows xpHARDWAREallocating 512 bytes for huddotsbufferHW ScaleX=2.5HW ScaleY=2.5GAMETHREADSkipIntro is falseCalling Pecvoy_main() with language=0xd090001ibxm alpha 45 (c)2006 mumart@gmail.comPA_AND_lib: *BONUS SIZE*PA_AND_lib: SCREEN DIMENSIONS: 12 x 8 cellsPA_AND_lib: OR: 384 x 256 pixelsPA_AND_lib: language=D090001--------------------------------------------------PA_AND_lib: *FULL GAME*PA_AND_lib: language set to 1 in enginemaster_font_factor for ttf font is 38.4--------------------------------------------------PA_AND_lib: autosave pref is TRUEPA_AND_lib: skipintro flag is FALSEPecvoy_main(): creating pthread for engineRescuesSupported(): timestamp string is 2013-09-21 16:22:24.101Pecvoy_main(): SUB thread for enginemaster_font_factor is 2.0--------------------------------------------------docslen is 145screenwidth is 960infox is 815.0ibxm alpha 45 (c)2006 mumart@gmail.comibxm alpha 45 (c)2006 mumart@gmail.comSat Sep 21 16:22:37 EDT 2013 ERROR:Attempt to allocate a texture to big for thecurrent hardwarejava.io.IOException: Attempt to allocate a texture to big for the current hardware at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:293) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:231) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:171) at org.newdawn.slick.Image.(Image.java:196) at org.newdawn.slick.Image.(Image.java:170) at com.peculiar_games.vtfpc.FilterableImage.(FilterableImage.java:21) at com.peculiar_games.vtfpc.SpriteBitmap.UseBitmap(SpriteBitmap.java:114) at com.peculiar_games.vtfpc.Hardware.ProcessRequest(Hardware.java:2068) at com.peculiar_games.vtfpc.GameTest.update(GameTest.java:1236) at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:657) at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:408) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:318) at com.peculiar_games.vtfpc.GameTest.main(GameTest.java:1510) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)org.newdawn.slick.SlickException: Failed to load image from: data/owllv2x.png at org.newdawn.slick.Image.(Image.java:199) at org.newdawn.slick.Image.(Image.java:170) at com.peculiar_games.vtfpc.FilterableImage.(FilterableImage.java:21) at com.peculiar_games.vtfpc.SpriteBitmap.UseBitmap(SpriteBitmap.java:114) at com.peculiar_games.vtfpc.Hardware.ProcessRequest(Hardware.java:2068) at com.peculiar_games.vtfpc.GameTest.update(GameTest.java:1236) at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:657) at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:408) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:318) at com.peculiar_games.vtfpc.GameTest.main(GameTest.java:1510) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)Caused by: java.io.IOException: Attempt to allocate a texture to big for the current hardware at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:293) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:231) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:171) at org.newdawn.slick.Image.(Image.java:196) ... 14 moreSat Sep 21 16:22:37 EDT 2013 ERROR:nulljava.lang.NullPointerException at com.peculiar_games.vtfpc.SpriteBitmap.UseBitmap(SpriteBitmap.java:129) at com.peculiar_games.vtfpc.Hardware.ProcessRequest(Hardware.java:2068) at com.peculiar_games.vtfpc.GameTest.update(GameTest.java:1236) at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:657) at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:408) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:318) at com.peculiar_games.vtfpc.GameTest.main(GameTest.java:1510) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)Sat Sep 21 16:22:37 EDT 2013 ERROR:Game.update() failure - check the game code.org.newdawn.slick.SlickException: Game.update() failure - check the game code. at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:663) at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:408) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:318) at com.peculiar_games.vtfpc.GameTest.main(GameTest.java:1510) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)AL lib: FreeContext: (0C5D84E8) Deleting 64 Source(s)

Sep 21 2013 Anchor

Hi Siradein,

> hardwarejava.io.IOException: Attempt to allocate a texture to big for the current hardware

Ahh, that's the same sort of crash that AgingMinotaur got on his Linux Eee PC netbook here.

I'm going to try the game on a friend's older HP ze4900 notebook (Centrino CPU, Windows XP, hardware from around 2004/2005?) to see if I can reproduce the crash.

Yep, crashed about where you and AgingMinotaur reported... It's looking like I won't be able to debug this well.

I guess the best course is to get in touch with Desura sales/refunds via the address I PMed you. You can point them to this thread about the problem.

I apologize for this -- I'd really like the game to work on as many PCs as possible.

- Patrick

UPDATE

Well I looked at it some more and researched the graphics chipset the HP ze4900 uses.

It's Intel 82852/82855 GM/GME and the texture size is limited to 2048x2048. Perhaps your notebook's graphics chipset has the same limit (hopefully it's not any lower than 2048x2048)

So I made a test build that uses lower resolution sprites for the few that were causing the crash. It now runs on the ze4900, although it's kind of slow unless you turn off the map feature (M key), then it's playable. Plus the lower resolution sprites look kind of crappy.

I'll PM you with a link to the test build if you want to give it a try.

- Patrick

Edited by: espectra

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