Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Soma.exe crash on start up problem
RedMineWolf
Unregistered

 
#1
Solved: 8 Years, 9 Months, 3 Weeks ago Soma.exe crash on start up problem
Okay, I've scoured posts both here and on Steam and tried everything I can in the troubleshooting guide. So now I'm going for broke and posting here as a last ditch effort. I'm trying to run Soma on a Toshiba laptop, 64 bit Windows 7. The laptop has both Intel i5 integrated graphics and a NVidia GeForce graphics card.

Every time I launch Soma the game goes to a black screen and then says "soma.exe has stopped working." Occasionally this screen will be white but the result is the same. Also it reverts the colors of my laptop to basic (just thought I'd toss that in there).

I've tried troubleshooting, upgrading drivers, running as administrator, even an alternate launcher I found in another post on these forums. I've made sure Nvidia is the default graphics driver to load the game. None of this has worked and Soma is still crashing every time I try to start it. I'm at a loss for what to do, so hopefully someone can toss out something that helps.

For some reason the HPL log didn't attach. I copied and pasted the contents.

Version 1.00
-------- THE HPL ENGINE LOG ------------
Creating Engine Modules
--------------------------------------------------------
Creating job manager with 3 threads and 1024 jobs
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
Creating script module
Creating lipsync module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' posSad-1x-1)
Available drivers:
(0) - 'windows'
(1) - 'dummy'
Creating window: (-1,-1) 1366 x 768 - 32 bpp flags: 3
Setting display mode: 1366 x 768 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
Vendor: NVIDIA Corporation
Renderer: GeForce 310M/PCI/SSE2
Version: 3.3.0
Max texture image units: 32
Max texture coord units: 8
Max texture buffer size: 134217728
Max texture array slices: 512
Max user clip planes: 6
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Texture compression 3DC: 1
Texture sRGB: 1
Geometry Instancing: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 3.30 NVIDIA via Cg compiler
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 1
Max vertex uniforms: 2048
Max fragment uniforms: 2048
OGL ATIFragmentShader: 0
Tesselation: 0
MultiBindTex: 0
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Skybox - Fragment Shader
[0007] //
[0008] // samples a cubemap skybox
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013] layout(binding = 0) uniform samplerCube aSkyMap;
[0014]
[0015] in vec4 px_vPosition;
[0016] in vec4 px_vTexCoord0;
[0017] in vec4 px_vColor;
[0018] layout(location = 0) out vec4 out_vColor;
[0019]
[0020] void main()
[0021] {
[0022] vec4 px_vPosition = gl_FragCoord;
[0023] bool px_bFrontFacing = gl_FrontFacing;
[0024] int px_lPrimitiveID = gl_PrimitiveID;
[0025]
[0026]
[0027] vec4 vFinalColor;
[0028]
[0029] ////////////////////
[0030] //Diffuse
[0031] vFinalColor = texture(aSkyMap, px_vTexCoord0.xyz);
[0032]
[0033] //Convert color to linear space if needed
[0034]
[0035] vFinalColor.rgb = pow(vFinalColor.rgb, vec3(2.2));
[0036]
[0037]
[0038]
[0039] // Multiply with 8.0 to increase precision
---------------------
Compile log:
---------------------
0(5) : warning C7508: extension ARB_shading_language_420pack not supported
0(13) : error C3008: unknown layout specifier 'binding = 0'
0(24) : error C7531: global variable gl_PrimitiveID requires "#extension GL_EXT_gpu_shader4 : enable" before use

---------------------
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Depthonly - Fragment Shader
[0007] //
[0008] // A basic fragment that uses no texture or color
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012] in vec4 px_vPosition;
[0013] layout(location = 0) out vec4 px_vColor;
[0014]
[0015] void main()
[0016] {
[0017] vec4 px_vPosition = gl_FragCoord;
[0018] bool px_bFrontFacing = gl_FrontFacing;
[0019] int px_lPrimitiveID = gl_PrimitiveID;
[0020]
[0021]
---------------------
Compile log:
---------------------
0(5) : warning C7508: extension ARB_shading_language_420pack not supported
0(19) : error C7531: global variable gl_PrimitiveID requires "#extension GL_EXT_gpu_shader4 : enable" before use

---------------------
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Base - Fragment Shader
[0007] //
[0008] // A basic fragment with little fancy stuff.
[0009] ////////////////////////////////////////////////////////
[0010]
[0011]
[0012]
[0013]
[0014]
[0015]
[0016]
[0017]
[0018]
[0019]
[0020] in vec4 px_vPosition;
[0021] in vec4 px_vTexCoord0;
[0022] layout(location = 0) out vec4 out_vColor;
[0023]
[0024] void main()
[0025] {
[0026] vec4 px_vPosition = gl_FragCoord;
[0027] bool px_bFrontFacing = gl_FrontFacing;
[0028] int px_lPrimitiveID = gl_PrimitiveID;
[0029]
[0030]
[0031] vec4 vFinalColor;
[0032]
[0033] ////////////////////
[0034] //Diffuse
[0035]
[0036] vFinalColor = vec4(1.0);
[0037]
[0038]
[0039] ////////////////////
[0040] //Vertex colors
[0041]
[0042]
[0043] ////////////////////
[0044] //Dissolve
[0045]
[0046]
[0047]
[0048]
---------------------
Compile log:
---------------------
0(5) : warning C7508: extension ARB_shading_language_420pack not supported
0(28) : error C7531: global variable gl_PrimitiveID requires "#extension GL_EXT_gpu_shader4 : enable" before use

---------------------
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330
[0002] #extension GL_ARB_explicit_attrib_location : enable
[0003] #extension GL_ARB_uniform_buffer_object : enable
[0004] #extension GL_ARB_shading_language_420pack: enable
[0005] ////////////////////////////////////////////////////////
[0006] // Debug Light complext
[0007] //
[0008] // Draw the complexity of the light to the shader using additive blending
[0009] ////////////////////////////////////////////////////////
[0010]
[0011] /////////////
[0012] // INPUT
[0013]
[0014] in vec4 px_vPosition;
[0015] layout(location = 0) out vec4 out_vColor;
[0016]
[0017] void main()
[0018] {
[0019] vec4 px_vPosition = gl_FragCoord;
[0020] bool px_bFrontFacing = gl_FrontFacing;
[0021] int px_lPrimitiveID = gl_PrimitiveID;
[0022]
[0023]
---------------------
Compile log:
---------------------
0(5) : warning C7508: extension ARB_shading_language_420pack not supported
0(21) : error C7531: global variable gl_PrimitiveID requires "#extension GL_EXT_gpu_shader4 : enable" before use
09-24-2015, 04:45 AM
jens Offline
Frictional Games

Posts: 4,093
Threads: 199
Joined: Apr 2006
Reputation: 202
#2
Solved: 8 Years, 9 Months, 3 Weeks ago RE: Soma.exe crash on start up problem
Can you make sure you managed to update the drivers? Go to nvidia.com, manually search for and download the latest driver for the GeForce 310m and then run that installer. After that check so that the driver really has been updated and that the driver version is the same as the version specified on nvidia.com.

The 310m will not be able to run the game very well if you get it working. It is much below the minimum for the game (unfortunately not very clear by how graphic cards are labeled/versioned).
09-24-2015, 08:34 AM
Website Find
RedMineWolf
Unregistered

 
#3
Solved: 8 Years, 9 Months, 3 Weeks ago RE: Soma.exe crash on start up problem
(09-24-2015, 08:34 AM)jens Wrote: Can you make sure you managed to update the drivers? Go to nvidia.com, manually search for and download the latest driver for the GeForce 310m and then run that installer. After that check so that the driver really has been updated and that the driver version is the same as the version specified on nvidia.com.

The 310m will not be able to run the game very well if you get it working. It is much below the minimum for the game (unfortunately not very clear by how graphic cards are labeled/versioned).

Okay, I'll try that out tonight and see how if it works out.
09-24-2015, 04:01 PM
Jump to the post that solved this thread.




Users browsing this thread: 1 Guest(s)