manutoo.....i cnt reject players.......

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manutoo.....i cnt reject players.......

Postby deepu » 01 Jul 2010, 16:56

manutoo der is some real prob in rejecting and banning player for the session........my comp gets hanged........please help...
deepu
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Re: manutoo.....i cnt reject players.......

Postby manutoo » 02 Jul 2010, 05:35

Hello,

post your "System.log" in the forum have you had such problem & closed the game.
ManuTOO
== Mana Games ==

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Messages: 18763
Gaming Since: 24 Jan 2004, 15:38
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Re: manutoo.....i cnt reject players.......

Postby deepu » 20 Jul 2010, 10:05

do i need to paste the contents of the system notepad file dat is in my c drive of tennis elbow???
deepu
Guest
 

Re: manutoo.....i cnt reject players.......

Postby manutoo » 21 Jul 2010, 03:58

yup...
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18763
Gaming Since: 24 Jan 2004, 15:38
Location: France

Re: manutoo.....i cnt reject players.......

Postby vamos rafa/deepu » 21 Jul 2010, 21:37

===> GameSys Init <=== (core version: 1.1.00; date: Jul 8 2010, 16:51:30; for: Tennis Elbow 2011 1.0)
CpuName: Intel(R) Pentium(R) 4 CPU 2.66GHz
CPU Id: x86 Family 15 Model 4 Stepping 9 (GenuineIntel)
Speed: 2666 mhz; RAM: 958 MB
OS: Microsoft Windows XP v5.1 build #2600 (Service Pack 2)
DirectX version: 9.0 (0x00090000)
Connected to Internet : INTERNET_CONNECTION_LAN
Language = English
Trial version

=====> Devices init <=====
Mouse Type: DI8DEVTYPE_MOUSE / 1 (Mouse / Mouse)

=====> 3D engine init <=====
3dEngine Init; version: 2.00.91; date: Jun 20 2010; time: 12:43:16
DDD - Name: 1-ATI RADEON XPRESS 200 Series; Device: ati2dvag.dll
Display Device: 1-ATI RADEON XPRESS 200 Series
GM 0: (320 x 200, 16 bits, 60 hz)
GM 1: (320 x 200, 32 bits, 60 hz)
GM 2: (320 x 200, 16 bits, 75 hz)
GM 3: (320 x 200, 32 bits, 75 hz)
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GM 5: (320 x 240, 32 bits, 60 hz)
GM 6: (320 x 240, 16 bits, 75 hz)
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GM 11: (400 x 300, 32 bits, 75 hz)
GM 12: (512 x 384, 16 bits, 60 hz)
GM 13: (512 x 384, 32 bits, 60 hz)
GM 14: (512 x 384, 16 bits, 75 hz)
GM 15: (512 x 384, 32 bits, 75 hz)
GM 16: (640 x 400, 16 bits, 60 hz)
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GM 26: (640 x 480, 16 bits, 85 hz)
GM 27: (640 x 480, 32 bits, 85 hz)
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GM 47: (1024 x 768, 32 bits, 75 hz)
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GM 51: (1152 x 864, 32 bits, 60 hz)
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GM 65: (1280 x 960, 32 bits, 70 hz)
GM 66: (1280 x 1024, 16 bits, 60 hz)
GM 67: (1280 x 1024, 32 bits, 60 hz)
=========> D3D info <==========
Mode set to 1016x704x32 (0hz) (ZBuf: 24; Stencil: 8; Sample: 0; Windowed)
Mem available for Textures: 295 MB
HW Rasterization: Yes; HW TnL: Yes
Supported patches: NPatches : No; Bezier : No; RT : No
HW Clipping of TL Vertex : No
ColorWriteEnable : Yes
Can render patches efficiently without caching : No
Z compare func:
Never: On
Less: On
Equal: On
LessEqual: On
Greater: On
NotEqual: On
GreaterEqual: On
Always: On
Anti-aliasing => Edge: No
Z Bias: Yes
Fog Range: Yes
Fog PixelTable: Yes
Fog Vertex: Yes
W-Fog: Yes
W-Buffer: No
HSR without ZBuffer: No
Poly Z Test: Yes
MipMap Bias: Yes
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Max Anisotropy: 16
Max MaxActiveLights: 8
Alpha => Gouraud: Yes; Texture: Yes; Palette: No
SrcBlend: BothInvSrcAlpha BothSrcAlpha DestAlpha DestColor InvDestAlpha InvDestColor InvSrcAlpha InvSrcColor One SrcAlpha SrcAlphaSat SrcColor Zero
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Texture must be Power of 2: Yes
Texture must be square: No
Volumetric texture: Yes
Texture size: Min(1, 1); Max(2048, 2048)
Texture projection: PerPixel
Max Blend Stages: 8; Max Simultaneous Textures: 8; Max Tex Coord : 8
Max Texture Repeat: 2048
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GuardBand from (-960, -960) to (2880, 2880)
Need to strip FVF : Yes
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PixelShader Version : 1.4
MaxNumber of streams : 16
Max Vertex Blend Matrices : 4; Max Index : 37
=========> end of D3D info <==========
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Texture: X8R8G8B8 32 bits RGB
Texture: R5G6B5 16 bits RGB
Texture: X1R5G5B5 16 bits RGB
Texture: A1R5G5B5 16 bits ALPHA RGB
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Texture: L8 08 bits
Texture: A8L8 16 bits ALPHA
Texture: V8U8 16 bits Bump
Texture: L6V5U5 16 bits Bump
Texture: X8L8V8U8 32 bits Bump
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Texture: W11V11U10 32 bits Bump
Texture: UYVY -8 bits
Texture: YUY2 -8 bits
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Texture: DXT2 -8 bits Compressed
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==> RgbA Tex: A8R8G8B8 32 bits ALPHA RGB
Linear Fog On
=====> Shaders init <=====
Validate 0: 1
Validate 1: 1
Validate 2: 1
Validate 3: 1
Validate 4: 1
Validate 6: 1
Load shader file 'SpecialFx\WaterMirror.Shader'
Load shader file 'Scripts\Global.Shader'
Load shader file 'Scripts\Tennis.Shader'
Load shader file 'Scripts\Fx.Shader'
Load shader file 'Scripts\HUD.Shader'
Load shader file 'Scripts\Menu.Shader'
138 Shaders loaded: 174 stages, 141 TcMod, 41 DeformVertex and 0 AnimMaps
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Radius: 1.41421
Meshes => NbVertex: 4; NbIndex: 780 (Old NbP:4; loss: 0%)
Bitmap(512*512*0)->Tex: .\Menu\Font\HugeChars.Tga (Format: RgbA)
Back to rendering
Bitmap(512*128*0)->Tex: .\Menu\Art\TennisElbow.Tga (Format: RgbA)

=====> Sound init <=====
SoundCaps: Freq min = 8000; Freq max = 192000; PrimaryChannel = 2; Prim8b = 1; Prim16b = 1; 2nd8b = 1; 2nd16 = 1
Sound Card => Primary Stereo : yes; Buffer Stereo : yes

===> Tennis Elbow 2011 1.0 Init <=== (version: 1.0; build: 59; date: Jul 8 2010; time: 16:51:34)

=====> Menu init <=====
sizeof => item: 268 (216 for GI); menu: 264; action: 12; param = 24; Cfg = 52
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Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Shorts.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Skin.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Socks.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Shoes.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_FavPartner.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\PlayerLoad.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\PlayerSave.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Defenser.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_PowerBaseliner.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Puncher.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Varied.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Volleyer.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Counter.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_Height.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_Weight.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_Age.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Rank.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Palmares.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\CareerEvolution.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Retire.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\PlayerStat.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_HandL.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_HandR.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Soul_CPU.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Tiredness-Off.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Tiredness-On.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\EnterGood.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\EnterWarning.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\TourMenNG.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\TourWomenNG.Tga (Format: RgbA)
Bitmap(128*32*0)->Tex: .\Menu\Art\Ico\VolumeBar.Tga (Format: RgbA)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance01.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance02.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance03.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance01wta.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance02wta.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance03wta.Jpg (Format: Rgb)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\Delete.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\TourWomen.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\TourMen.Tga (Format: RgbA)
Bitmap(128*16*0)->Tex: .\Menu\Art\Ico\SkillBar.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Camera.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Entry.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Race.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_DrawFinal.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_DrawQualif.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Major.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Minor.Tga (Format: RgbA)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\WorldTour.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\NextMatch.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\TourInfo.Tga (Format: RgbA)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\HireBuy.Tga (Format: Rgb)
Bitmap(32*4*0)->Tex: .\Menu\Art\Ico\HudShortForm.Tga (Format: RgbA)
Bitmap(32*4*0)->Tex: .\Menu\Art\Ico\HudLongForm.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\HudFormBgRight.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\HudFormBgLeft.Tga (Format: RgbA)
Bitmap(4*64*0)->Tex: .\Menu\Art\ReplayBarCenter.Tga (Format: Rgb)
Bitmap(1*32*0)->Tex: .\Menu\Art\ReplayBarEdge.Tga (Format: Rgb)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\NavButton.Tga (Format: RgbA)
Bitmap(16*16*0)->Tex: .\Menu\Art\Ico\Nav_Beg.Tga (Format: RgbA)
Bitmap(32*16*0)->Tex: .\Menu\Art\Ico\Nav_2x.Tga (Format: RgbA)
Bitmap(32*16*0)->Tex: .\Menu\Art\Ico\Nav_d4.Tga (Format: RgbA)
Bitmap(16*16*0)->Tex: .\Menu\Art\Ico\Nav_Pause.Tga (Format: RgbA)
Bitmap(16*16*0)->Tex: .\Menu\Art\Ico\Nav_1x.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\ReplayBarInfo.Tga (Format: RgbA)
187 Menus loaded in 2876 ms; 2451 Items; 2704 Actions; 14 VarRT; 8019 Cfg; 17335 Param
==> Memory needed for menu structures : 1536 KB
Bitmap(64*64*0)->Tex: .\Data\Textures\NotFound.Tga (Format: RgbA)
===> Total Init Time = 4.777 s
Ambiant (0.627451, 0.627451, 0.627451)
Star (1, 1, 1)
Star Dir (-0.146447, -0.92388, 0.353553)

================ 3DS Loader : Data\Models\TennisBall.3DS ================
New Object: 'GeoSphere0'
Convert Mesh: Data\Models\TennisBall.3DS
Object Name: GeoSphere0
Bitmap(32*16*0)->Tex: .\Data\Models\Textures\BALL.Tga (Format: Rgb)
Nb Points before merging: 64
Nb Points after merging: 55; NbFaces: 80; NbGhostPts: 13
Radius: 3.3


================ 3DS Loader : Data\Models\MouseAim.3DS ================
New Object: 'Box01'
Convert Mesh: Data\Models\MouseAim.3DS
Object Name: Box01
Bitmap(128*128*0)->Tex: .\Data\Models\Textures\MouseAim.Tga (Format: RgbA)
Nb Points before merging: 4
Nb Points after merging: 4; NbFaces: 2; NbGhostPts: 0
Radius: 1.41321

Bitmap(16*16*0)->Tex: .\Data\Models\Textures\MouseAimCenter.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Data\Models\Textures\MouseAimArrow.Tga (Format: RgbA)
=====> DirectPlay Network init <=====
Found 2 Service Provider(s) (size required for info = 208 bytes)
Service Provider 0: Local Area Connection - IPv4 - 192.168.1.2
Service Provider 1: Hamachi - IPv4 - 5.20.27.178
Loading URL 'https://www.managames.com/tennis/online/Te2009_Build.php?code=...'
Mem available for Textures: 290 MB

=====> Exit GameSys <=====
Loading URL 'https://www.managames.com/tennis/online/Te2009_SessionAlive.php?sid=...'
Close session
NbIniCode = 1032 (Max = 3500); Size = 11959 bytes (Max = 35000)
Mem available for Textures: 294 MB
Info: MaxV: 480; MaxI: 720; NbPrim: 9146; AvgV: 29; AvgI: 51; ST::NbMaxEntry: 36; ST::BufLgt: 0
NbVertexShader created on the fly : 7
vamos rafa/deepu
tennis enthusiastic
tennis enthusiastic
 
Messages: 6
Gaming Since: 21 Jul 2010, 21:28

Re: manutoo.....i cnt reject players.......

Postby vamos rafa/deepu » 21 Jul 2010, 21:42

cn u plz tell now? n plz manu reply my other query also regarding service angles n irritating players...
vamos rafa/deepu
tennis enthusiastic
tennis enthusiastic
 
Messages: 6
Gaming Since: 21 Jul 2010, 21:28

Re: manutoo.....i cnt reject players.......

Postby manutoo » 22 Jul 2010, 06:53

Humm, ur log seems ok, so I have no idea what's going on with ur PC... :fear:
ManuTOO
== Mana Games ==

>> I don't answer Private Message, except if it's really a _Private_ topic <<
User avatar
manutoo
Game Author
 
Messages: 18763
Gaming Since: 24 Jan 2004, 15:38
Location: France


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