chrome malware warning on sf? (was: nvidia crash on windows)

Problems and solutions for installing or running FreeOrion, including discussion of bugs if needed before posting a bug report on GitHub. For problems building from source, post in Compile.

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jerrys
Space Krill
Posts: 5
Joined: Sat Dec 06, 2014 5:56 pm

chrome malware warning on sf? (was: nvidia crash on windows)

#1 Post by jerrys »

Hello,
I have a windows 7, nvidia graphics card. I just downloaded v0.4.4 and when I run the freeorion.exe I get an "appcrash" like this:

Problem signature:
Problem Event Name: APPCRASH
Application Name: FreeOrion.exe
Application Version: 0.0.0.0
Application Timestamp: 53ff881c
Fault Module Name: nvoglv32.DLL
Fault Module Version: 9.18.13.4475
Fault Module Timestamp: 5463c593
Exception Code: c0000005
Exception Offset: 00b56efa
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

I guess it has something to do with the nvidia opengl driver? Maybe it's nothing you can do anything about, but I figured it was worth mentioning it.

I had VS 2010 installed previously, and i think that maybe VS 2013 magically installed itself when I tried to get excel from work... maybe I have some runtime conflict or something.

The nvidia driver version is: 344.75

Does anybody have any ideas? I could perhaps try building from source (I didn't try it yet) if that would be useful.

.../AppData/Roaming/FreeOrion/freeorion.log has only this:

2014-12-06 12:50:08,874 DEBUG Client : Logger initialized
2014-12-06 12:50:08,874 DEBUG Client : v0.4.4 [SVN 7641] MSVC 2010
2014-12-06 12:50:09,046 DEBUG Client : OpenAL initialized. Version 1.1Renderer SoftwareVendor Creative Labs Inc.
Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE

2014-12-06 12:50:09,279 DEBUG Client : ProductionWindow: app-width: 1024 ; windowed width: 1024
2014-12-06 12:50:09,284 DEBUG Client : DesignWnd::MainPanel::ReregisterDesigns

.../AppData/Roaming/FreeOrion/ogre.log is longer, but I don't see any error messages or anything.
The last statement is
12:50:08: SceneManagerFactory for type 'OctreeSceneManager' registered.
This is it:

12:50:08: Creating resource group General
12:50:08: Creating resource group Internal
12:50:08: Creating resource group Autodetect
12:50:08: SceneManagerFactory for type 'DefaultSceneManager' registered.
12:50:08: Registering ResourceManager for type Material
12:50:08: Registering ResourceManager for type Mesh
12:50:08: Registering ResourceManager for type Skeleton
12:50:08: MovableObjectFactory for type 'ParticleSystem' registered.
12:50:08: OverlayElementFactory for type Panel registered.
12:50:08: OverlayElementFactory for type BorderPanel registered.
12:50:08: OverlayElementFactory for type TextArea registered.
12:50:08: Registering ResourceManager for type Font
12:50:08: ArchiveFactory for archive type FileSystem registered.
12:50:08: ArchiveFactory for archive type Zip registered.
12:50:08: ArchiveFactory for archive type EmbeddedZip registered.
12:50:08: DDS codec registering
12:50:08: FreeImage version: 3.15.0
12:50:08: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
12:50:08: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,sti
12:50:08: Registering ResourceManager for type HighLevelGpuProgram
12:50:08: Registering ResourceManager for type Compositor
12:50:08: MovableObjectFactory for type 'Entity' registered.
12:50:08: MovableObjectFactory for type 'Light' registered.
12:50:08: MovableObjectFactory for type 'BillboardSet' registered.
12:50:08: MovableObjectFactory for type 'ManualObject' registered.
12:50:08: MovableObjectFactory for type 'BillboardChain' registered.
12:50:08: MovableObjectFactory for type 'RibbonTrail' registered.
12:50:08: Loading library .\RenderSystem_GL
12:50:08: Installing plugin: GL RenderSystem
12:50:08: OpenGL Rendering Subsystem created.
12:50:08: Plugin successfully installed
12:50:08: Loading library .\Plugin_ParticleFX
12:50:08: Installing plugin: ParticleFX
12:50:08: Particle Emitter Type 'Point' registered
12:50:08: Particle Emitter Type 'Box' registered
12:50:08: Particle Emitter Type 'Ellipsoid' registered
12:50:08: Particle Emitter Type 'Cylinder' registered
12:50:08: Particle Emitter Type 'Ring' registered
12:50:08: Particle Emitter Type 'HollowEllipsoid' registered
12:50:08: Particle Affector Type 'LinearForce' registered
12:50:08: Particle Affector Type 'ColourFader' registered
12:50:08: Particle Affector Type 'ColourFader2' registered
12:50:08: Particle Affector Type 'ColourImage' registered
12:50:08: Particle Affector Type 'ColourInterpolator' registered
12:50:08: Particle Affector Type 'Scaler' registered
12:50:08: Particle Affector Type 'Rotator' registered
12:50:08: Particle Affector Type 'DirectionRandomiser' registered
12:50:08: Particle Affector Type 'DeflectorPlane' registered
12:50:08: Plugin successfully installed
12:50:08: Loading library .\Plugin_OctreeSceneManager
12:50:08: Installing plugin: Octree Scene Manager
12:50:08: Plugin successfully installed
12:50:08: *-*-* OGRE Initialising
12:50:08: *-*-* Version 1.8.0 (Byatis)
12:50:08: CPU Identifier & Features
12:50:08: -------------------------
12:50:08: * CPU ID: GenuineIntel: Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz
12:50:08: * SSE: yes
12:50:08: * SSE2: yes
12:50:08: * SSE3: yes
12:50:08: * MMX: yes
12:50:08: * MMXEXT: yes
12:50:08: * 3DNOW: no
12:50:08: * 3DNOWEXT: no
12:50:08: * CMOV: yes
12:50:08: * TSC: yes
12:50:08: * FPU: yes
12:50:08: * PRO: yes
12:50:08: * HT: no
12:50:08: -------------------------
12:50:08: *** Starting Win32GL Subsystem ***
12:50:08: Registering ResourceManager for type Texture
12:50:08: GLRenderSystem::_createRenderWindow "FreeOrion v0.4.4 [SVN 7641] MSVC 2010", 1024x768 windowed miscParams: border=resize colourDepth=32 left=0 macAPI=carbon title=FreeOrion v0.4.4 [SVN 7641] MSVC 2010 top=0
12:50:08: Created Win32Window 'FreeOrion v0.4.4 [SVN 7641] MSVC 2010' : 1032x795, 32bpp
12:50:08: GL_VERSION = 4.4.0 NVIDIA 344.75
12:50:08: GL_VENDOR = NVIDIA Corporation
12:50:08: GL_RENDERER = GeForce GTX 770/PCIe/SSE2
12:50:08: GL_EXTENSIONS = GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
12:50:08: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
12:50:08: ***************************
12:50:08: *** GL Renderer Started ***
12:50:08: ***************************
12:50:08: Registering ResourceManager for type GpuProgram
12:50:08: GLSL support detected
12:50:08: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
12:50:08: FBO PF_UNKNOWN depth/stencil support: D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_L8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_A4L4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
12:50:08: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
12:50:08: RenderSystem capabilities
12:50:08: -------------------------
12:50:08: RenderSystem Name: OpenGL Rendering Subsystem
12:50:08: GPU Vendor: nvidia
12:50:08: Device Name: GeForce GTX 770/PCIe/SSE2
12:50:08: Driver Version: 4.4.0.0
12:50:08: * Fixed function pipeline: yes
12:50:08: * Hardware generation of mipmaps: yes
12:50:08: * Texture blending: yes
12:50:08: * Anisotropic texture filtering: yes
12:50:08: * Dot product texture operation: yes
12:50:08: * Cube mapping: yes
12:50:08: * Hardware stencil buffer: yes
12:50:08: - Stencil depth: 8
12:50:08: - Two sided stencil support: yes
12:50:08: - Wrap stencil values: yes
12:50:08: * Hardware vertex / index buffers: yes
12:50:08: * Vertex programs: yes
12:50:08: * Number of floating-point constants for vertex programs: 1024
12:50:08: * Number of integer constants for vertex programs: 0
12:50:08: * Number of boolean constants for vertex programs: 0
12:50:08: * Fragment programs: yes
12:50:08: * Number of floating-point constants for fragment programs: 512
12:50:08: * Number of integer constants for fragment programs: 0
12:50:08: * Number of boolean constants for fragment programs: 0
12:50:08: * Geometry programs: yes
12:50:08: * Number of floating-point constants for geometry programs: 2048
12:50:08: * Number of integer constants for geometry programs: 0
12:50:08: * Number of boolean constants for geometry programs: 0
12:50:08: * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4fp gp4gp gp4vp gpu_fp gpu_gp gpu_vp nvgp4 vp30 vp40
12:50:08: * Texture Compression: yes
12:50:08: - DXT: yes
12:50:08: - VTC: yes
12:50:08: - PVRTC: no
12:50:08: * Scissor Rectangle: yes
12:50:08: * Hardware Occlusion Query: yes
12:50:08: * User clip planes: yes
12:50:08: * VET_UBYTE4 vertex element type: yes
12:50:08: * Infinite far plane projection: yes
12:50:08: * Hardware render-to-texture: yes
12:50:08: * Floating point textures: yes
12:50:08: * Non-power-of-two textures: yes
12:50:08: * Volume textures: yes
12:50:08: * Multiple Render Targets: 8
12:50:08: - With different bit depths: yes
12:50:08: * Point Sprites: yes
12:50:08: * Extended point parameters: yes
12:50:08: * Max Point Size: 2047
12:50:08: * Vertex texture fetch: yes
12:50:08: * Number of world matrices: 0
12:50:08: * Number of texture units: 32
12:50:08: * Stencil buffer depth: 8
12:50:08: * Number of vertex blend matrices: 0
12:50:08: - Max vertex textures: 32
12:50:08: - Vertex textures shared: yes
12:50:08: * Render to Vertex Buffer : yes
12:50:08: * GL 1.5 without VBO workaround: no
12:50:08: * Frame Buffer objects: yes
12:50:08: * Frame Buffer objects (ARB extension): no
12:50:08: * Frame Buffer objects (ATI extension): no
12:50:08: * PBuffer support: yes
12:50:08: * GL 1.5 without HW-occlusion workaround: no
12:50:08: * Separate shader objects: no
12:50:08: DefaultWorkQueue('Root') initialising on thread c8c.
12:50:08: DefaultWorkQueue('Root')::WorkerFunc - thread 12a4 starting.
12:50:08: DefaultWorkQueue('Root')::WorkerFunc - thread 34c starting.
12:50:08: DefaultWorkQueue('Root')::WorkerFunc - thread 11f4 starting.
12:50:08: DefaultWorkQueue('Root')::WorkerFunc - thread 1128 starting.
12:50:08: Particle Renderer Type 'billboard' registered
12:50:08: SceneManagerFactory for type 'OctreeSceneManager' registered.
Last edited by jerrys on Sun Dec 07, 2014 5:10 pm, edited 1 time in total.

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Geoff the Medio
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Re: nvidia crash on windows?

#2 Post by Geoff the Medio »

Please update to the newest test build.

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Re: nvidia crash on windows?

#3 Post by jerrys »

That fixed it (svn 7781).
Sorry, I actually found the other thread where you told the guy the same thing like 10 minutes after submitting, but I couldn't find my thread to add it as a comment.

Here is a curious thing: when my wife downloaded the test build from sourceforge, chrome blocked it as "malware". Is that normal (e.g. just because it's an installer)? Or is there maybe a malicious sourceforge mirror or something?

Thanks for your help.

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Geoff the Medio
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Re: nvidia crash on windows?

#4 Post by Geoff the Medio »

jerrys wrote:when my wife downloaded the test build from sourceforge, chrome blocked it as "malware". Is that normal (e.g. just because it's an installer)? Or is there maybe a malicious sourceforge mirror or something?
I have no idea what criteria Chrome uses...

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Re: nvidia crash on windows?

#5 Post by Dilvish »

jerrys wrote:when my wife downloaded the test build from sourceforge, chrome blocked it as "malware". Is that normal (e.g. just because it's an installer)? Or is there maybe a malicious sourceforge mirror or something?
When I use Chrome in Linux to download the FO .deb installer, Chrome gives me the message "This type of file can harm your computer. Do you want to keep freeorion-0.4.3_i386.deb anyway?" Note that it is referring to "This type" of file (an installer, as you note), not any assertion that the file actually meets any particular test of malware. Was your wife's message anything substantially more assertive/specific? If it was, then please post it precisely, including what OS and what file she tried downloading and from where exactly.

If it was the same general message, then at most I think it's a caution to consider how much you trust the source. I don't think you'll find any complaints anywhere of our official files having any actual malware (nor have I seen any complaints of any malware infected unofficial FO files, but no promises on that front.)
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

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Re: nvidia crash on windows?

#6 Post by jerrys »

I don't know what criteria it uses either.

It's using pretty strong language (screenshot attached).
I don't know what mirror it was, but the download history gives this url:
http://sourceforge.net/projects/freeori ... e/download
Is there an official shasum or something for those binaries?

She has "windows 7 home premium 64 bit".

(I did not intend to sound like i am accusing you guys of anything, just mentioning it as it is pretty odd.)
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Re: nvidia crash on windows?

#7 Post by Dilvish »

Since the ongoing topic is now this malware warning, it might be best of Jerry or Geoff renamed the thread.
jerrys wrote:It's using pretty strong language (screenshot attached).
Is there an official shasum or something for those binaries?
That is strong language, yes. The shasum and md5 hash are available on the sourceforge files page, by clicking on the little circled-i (its tooltip is "view details") to the right of the file:
r7781_shasum.png
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Checking around a bit it sounds like a lot of people are upset with Chrome being oversensitive with this check, but I certainly wouldn't expect you to simply assume that's what's going on. I suggest you consider having Chrome do the download and then using a variety of malware checkers to satisfy yourself about the file.

Vezzra, this of course seems likely to be a false alarm, but could you double check the environment you use for packaging, and see if you can get any clue why Chrome is all of a sudden not liking the Windows installer?
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Re: nvidia crash on windows?

#8 Post by MatGB »

I mentioned a month or so ago that my virus checker had suddenly decided a specific file was a virus from the game, it's possible it's the same thing, one of the files is, falsely, flagged as problematic and that makes the whole thing bad in the eyes of an oversensitive safety precaution.

On the other thing, it was mentioned awhileback that the fix applied in trunk for test releases for the graphics driver issues should be applied to the release branch, given we're fairly sure it's an actual fix now, would a bugfix release be desireable/
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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Re: chrome malware warning on sf? (was: nvidia crash on wind

#9 Post by jerrys »

The md5's for both versions i downloaded to my windows machine (4.4.0 and 7781) are right.
I can't find the file it downloaded on her machine, i think it deleted it or something.
I changed the thread title.
I guess I don't really expect anybody to do anything, i will let the thread drop unless you guys find something.
Thanks for looking into it.
Jerry

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Re: nvidia crash on windows?

#10 Post by Vezzra »

Dilvish wrote:Vezzra, this of course seems likely to be a false alarm, but could you double check the environment you use for packaging, and see if you can get any clue why Chrome is all of a sudden not liking the Windows installer?
I'll look into it. Meanwhile, can anyone reproduce this issue? I just tried on my Mac as well as on a Windows PC, and besides Chrome acting very weird with the sourceforge website (I get certificate errors?!?), I can download the windows installer without getting any malware warnings.

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Re: chrome malware warning on sf? (was: nvidia crash on wind

#11 Post by Geoff the Medio »

The sourceforge online SVN code viewer has been down most of this weekend... Despite http://www.twitter.com/sfnet_ops claiming they are back at full capacity.

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Re: chrome malware warning on sf? (was: nvidia crash on wind

#12 Post by jerrys »

I reproduced it on a different win7-home-x64 machine, if that is useful. I didn't have chrome installed, so I installed it, went to the site, downloaded and got the error.
the md5 looks good - I found that the file is on disk as "~\Downloads\Unconfirmed 446818.crdownload"

Cert errors? I can't get it to use ssl. If I try https:// it just redirects me back to http://.

Jerry

PS: you guys are doing a great job with this game, i have been playing it all weekend.
Some comments:
- It took me a while to figure out how to find all of the prerequisites for a ship or building (i think a better UI might be: once you've researched the thing, it shows up in the build options but is greyed out, when you mouseover it it tells you what's missing. The current thing works, but it's just a little harder to figure out, at least if you're new.)
- Some other things that surprised me: My largest fleet "went rogue" (turned white) and started rampaging around my empire. (maybe it has to do with a psychic monster I can't detect -- I originally thought it was because I had all robotic ships and they staged a cylon-esque revolt, which, honestly, would be pretty awesome).
- Late in the game there are red monsters rampaging around all over the place, no idea where they came from. I guess maybe they are reproducing like the space eel in moo2 and I just didn't kill the first one fast enough.
- I like the production system a lot, where the planets share resources so you don't have to go through every colony like in moo2.
- I also like the fact that things have a point cost and a turn cost, so you can't just immediately get something in one turn.
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Re: chrome malware warning on sf? (was: nvidia crash on wind

#13 Post by Dilvish »

jerrys wrote: - It took me a while to figure out how to find all of the prerequisites for a ship or building (i think a better UI might be: once you've researched the thing, it shows up in the build options but is greyed out, when you mouseover it it tells you what's missing.
A nearly identical feature is already there. The Build Window has 4 tabs across the top that control what possibilities get displayed: "Ships", "Buildings", "Available" and "Unavailable". The first 3 are selected by default, "Unavailable" is not. If you click on it it will show all items possible, and mouseover will show a tooltip listing their requirements and whether or not each requirement is met at the currently selected planet. Having the currently unavailable/unbuildable ones be greyed out is a good idea. I could see how breaking up the Unavailable ones into two groups, Unavailable-unlocked, and Unavailable-Locked, might be helpful; the concern though is about cluttering the UI.
- Some other things that surprised me: My largest fleet "went rogue" (turned white) and started rampaging around my empire. (maybe it has to do with a psychic monster I can't detect
Yes, that's from a Psionic Snowflake. I think that telepathic pilots are immune. It is one of the mobs spawned by the Experimentor Outpost (which itself won't spawn at all if Monsters are set to None). After turn 200 it has a chance each turn of spawning progressively harder mobs. There is ongoing debate about what to do with it. You can disable it by going into default/space_monster_spawn_fleets.txt, to the entry for "SM_EXP_OUTPOST" and changing the spawnrate to zero. Other monsters can replicate from Nests, but they are not as tough to deal with as the experimentor mobs.
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Geoff the Medio
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Re: chrome malware warning on sf? (was: nvidia crash on wind

#14 Post by Geoff the Medio »

jerrys wrote:I reproduced it on a different win7-home-x64 machine, if that is useful. I didn't have chrome installed, so I installed it, went to the site, downloaded and got the error.
the md5 looks good - I found that the file is on disk as "~\Downloads\Unconfirmed 446818.crdownload"
Googling the "is malicious / blocked" message turns up various discussions, including uTorrent being affected, despite no detectable problems. I saw a few mentions of NSIS installers having false positive virus checker issues as well, and FreeOrion's Windows installer uses NSIS.

Edit: Another example: http://forums.wesnoth.org/viewtopic.php?f=4&t=41260

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Re: chrome malware warning on sf? (was: nvidia crash on wind

#15 Post by Vezzra »

Ok, I checked both Windows systems I use for building, packaging and testing with three different virus scanners and came up with nada (one of them being ClamAV which is being notorious for false positives). Both systems are reported as 100% clean. The installer package I uploaded to SF I checked with three additional virus scanners - also nothing.

So I'm fairly confident to claim that on my side everything is malware free...

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