How to Prevent Sysdump.txt Error
Posted: July 12th, 2011, 2:17 am
Alright, so we all know how annoying those Sysdump.txt errors are, well I believe I have a theory on how to fix them.
Now, when you log into your computer, certain registry entries are recorded/recovered depending on what you have installed. In DF2's case, several key values exist, one being the primary "key" that controls the frequency of the refresh rate on your monitor. Well, this key often becomes corrupt due to some of the core sub-object face values in the .3di models in the game. Obviously, Novalogic did not render some of these faces to correctly correspond with alternating refresh rates, thus causing those ever-annoying error messages we attribute to the name "sysdump.txt saved."
A possible fix to this would be to compare the MD5 hashes of the refresh rates both during a non-sysdump moment and a sysdump moment. If the MD5 hash is found unacceptable, we could simply choose for the program to stop running those comparisons and have it skip rendering those certain faces in the sub-objects causing the problems. Of course, we have the problem of finding the correct faces in those sub-objects of those 3di's... any ideas?
Now, when you log into your computer, certain registry entries are recorded/recovered depending on what you have installed. In DF2's case, several key values exist, one being the primary "key" that controls the frequency of the refresh rate on your monitor. Well, this key often becomes corrupt due to some of the core sub-object face values in the .3di models in the game. Obviously, Novalogic did not render some of these faces to correctly correspond with alternating refresh rates, thus causing those ever-annoying error messages we attribute to the name "sysdump.txt saved."
A possible fix to this would be to compare the MD5 hashes of the refresh rates both during a non-sysdump moment and a sysdump moment. If the MD5 hash is found unacceptable, we could simply choose for the program to stop running those comparisons and have it skip rendering those certain faces in the sub-objects causing the problems. Of course, we have the problem of finding the correct faces in those sub-objects of those 3di's... any ideas?