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Has anyone had any trouble running the GOG version of "Foxtail" on their Windows or Linux computers?

I'm trying to compare the Steam version (app needed, DRM, Internet connection required) to the GOG version. Thus a detailed account, if anyone has had trouble, would be useful. This would include Operating System, description of computer (DirectX installed, type of chip(s), processor, RAM, etc.), and of course a detailed description of the problem, if any.

I'm guessing that the GOG version is much more reliable than the Steam version since it's standalone.
Hello,

Linux x64 user here.

Yes i'm running black screen when starting the game. When I try to press F5/F6 keys, I gues the save/load screen ( attachment ) but nothing else. I'm not missing linked librairies as showed with the command "ldd ./foxtail.64".

Found out I needed the "libGLU.so.1" and "libGLU.so.1.3.1" ( which I copied from Ubuntu repository, not the best, but seems to be a workarround ) : packages.ubuntu.com/xenial/libglu1-mesa
I had the same problem with Starbound, but this time the ldd command on Foxtail did'nt mention GLU library.

It seemed to work randomlly : I play for 1-2 times, then black screen for the next 10-15 launches, then play, etc... very strange!


Also, something even stranger is happening, I got curious and ran the game with strace :
strace -e trace=open,stat,read,write ./foxtail.64
The game successfully launched everytime !

But when I ran ./foxtail.64 It fails 99% of the time, why ? XD
Attachments:
Post edited October 19, 2019 by rivetchip
First, sorry for the delay...it's been a hassle where I am lately.

I have run the Windows version of this game on my three devices- a Windows 8 2012 ASUS (VERY powerful, equal to lower mid-range game rigs); a 2001 Windows XP 256MB RAM 800MHz Pentium 3 Sony VAIO; and a 2002 Windows XP 256MB RAM 1.6GHz Pentium 4 Dell- plus any number of public computers. Except for the 2001 Sony it always runs.

The Sony needs an extra "settings.xml" file to make the game use Direct3D, as well as the three "SwiftShader 2.1" files, all four dropped into the "Foxtail" folder. SwiftShader intercepts the game's rendering calls and handles them itself. Once this is done the game runs fine.

By the way, the ASUS also has the Steam version. Runs just fine.

But you have the Linux version. Luckily, so do I- the GOG version.

All three of my devices are "Dual Operating System" devices; they can be one or the other kind of computer, no emulation. The ASUS is also Puppy Linux 6.0.5 Tahrpup. The game did not run because Tahrpup did not have "GLIBC.2.27" installed, but once I found the package and did install it the game runs perfectly, every single time. Sadly, the Sony and Dell can only handle Puppy Linux 5.2.5 Precise which only allows up to GLIBC 2.20, which is not enough. The earliest distro for GLIBC 2.27 is 5.0.7 Precise. By the by, the ASUS is a 64-Bit device like yours.

So why does the Linux version run on the ASUS in Puppy Linux with no problem but not yours?

You mentioned "strace," and I've heard about that in a similar situation. "strace" makes the computer work harder in certain ways, right? Tell me, does your computer by any chance use "hyperthreading?" If so then that may be your problem, using "strace" helps deal with it. None of my devices has hyperthreading so that's never a factor.

If you can find a way to safely deactivate it for a time, especially for individual programs, try that and see what happens.

CHEAT: Look into installing WINE on your device. This allows use of Windows programs. With it the ASUS can run 85-90% of all its Windows programs, including the GOG Windows version of Foxtail! You can download the Windows version here at GOG for free since you bought the Linux version.
Post edited November 06, 2019 by GusCE6
avatar
rivetchip: Hello,

Linux x64 user here.

Yes i'm running black screen when starting the game. When I try to press F5/F6 keys, I gues the save/load screen ( attachment ) but nothing else. I'm not missing linked librairies as showed with the command "ldd ./foxtail.64".

Found out I needed the "libGLU.so.1" and "libGLU.so.1.3.1" ( which I copied from Ubuntu repository, not the best, but seems to be a workarround ) : packages.ubuntu.com/xenial/libglu1-mesa
I had the same problem with Starbound, but this time the ldd command on Foxtail did'nt mention GLU library.

It seemed to work randomlly : I play for 1-2 times, then black screen for the next 10-15 launches, then play, etc... very strange!

Also, something even stranger is happening, I got curious and ran the game with strace :
strace -e trace=open,stat,read,write ./foxtail.64
The game successfully launched everytime !

But when I ran ./foxtail.64 It fails 99% of the time, why ? XD
Rivetchip,

Can you check to see if your computer has something called "Hyperthreading," and if so can you safely disable it, either overall or for just "Foxtail" itself? Everything I've ever tested this game on works fine, but I don't think any of them have hyperthreading- that could be the problem. Other people who have had trouble with this game, based on the technical specifications they give, all seem to have devices with hyperthreading.

And again, if all else fails, you could try the Windows GOG version along with WINE. Good luck.


Note: I run the GOG Linux version on my 2012 ASUS while it's in Puppy Linux 6.0.5 Tahrpup mode. Once GLIBC 2.27 was installed the game ran perfectly without any trouble. More and more I suspect hyperthreading.
Post edited November 27, 2019 by GusCE6
Hello. I am running the GOG version, Win10 x64.
I am experiencing startup problems as well. The first time I ever launched the game, I made it to the title screen, where the game hanged while animating the "T". After forcing the process to quit, every subsequent time I launched the game in the troubleshooting process, the process would hang on a white screen before content would load.
As suggested above, I went into my system's firmware configuration and disabled hyperthreading. I was able to launch the game again, reliably, but now it hangs on the title screen again as before. As it stands I'm unable to play the game. Suggestions?
avatar
thekekscernist: Hello. I am running the GOG version, Win10 x64.
I am experiencing startup problems as well. The first time I ever launched the game, I made it to the title screen, where the game hanged while animating the "T". After forcing the process to quit, every subsequent time I launched the game in the troubleshooting process, the process would hang on a white screen before content would load.
As suggested above, I went into my system's firmware configuration and disabled hyperthreading. I was able to launch the game again, reliably, but now it hangs on the title screen again as before. As it stands I'm unable to play the game. Suggestions?
It looks more and more like Windows 10 is the new Vista and then some...

I'm afraid I need a little more information before I can even try to suggest anything. You said you disabled hyperthreading and the game launched reliably- but did you actually play it, and if so, how far? Which chapters? Did you ever save a game and was able to continue from there?

Have you updated anything? Many people are unaware that if a driver, an Operating System, any such thing is updated then you actually have a somewhat different computer. Updates can sometimes cause something to fail.

What kind of a computer do you have? What kind of graphics chip or card does it use?

Did you ever get an error message with a code like, say, "c0000005?"

I've just tested this game on a Windows 7 library computer, and as usual it works fine. It works fine on the 2012 Windows 8 ASUS laptop, Intel Integrated chip (2 CPUs no hyperthreading ability). It works fine on the 2002 Dell Windows XP laptop (Pentium 4 Intel Integrated chip). As long as Swiftshader and a file to redirect the game to DirectX are in the game folder it even works nicely on the 2001 Windows XP Sony VAIO (Intel Pentium 3 Integrated chip)! Fact is, except for library computers using that (nasty words) Google Operating System which don't even count this game works every single time.

This game by default uses OpenGL, but a file can be put in the game folder to use DirectX. If you would like to try this then here you go:

First, type or paste this with any kind of TXT editor, I use Notepad++ but any TXT editor will do:

<?xml version="1.0" encoding="UTF-8"?>
<Settings>
<Debug>
<LogWriteMode>1</LogWriteMode>
</Debug>
<Rendering>
<RenderingHint>direct3d</RenderingHint>
</Rendering>
</Settings>

If you can, save it directly as an XML file; if not, save it as a TXT file and then change the file extension to XML. This might also generate an error log file for you.

It should be named:

settings.xml

Drop that file right in the same folder as "foxtail.exe."

Once you've done this the game should use DirectX instead of OpenGL. See if that improves anything.
Post edited January 14, 2020 by GusCE6
Hello,
Thank you very much for your response.
As mentioned, I was able to reach the title screen, but I am not able to progress beyond it. The title will animate, either partially or fully, then stutter and eventually hang.
Between my last message and this one, I updated my integrated nVidia graphics driver. The game still hangs on the title screen when hyperthreading is turned off. A fullscreen blank/white window is all I get upon launch when hyperthreading is turned on.
I am using a Dell Latitude 3550, with a GeForce 830m. Nothing special. Should meet the demands of something like this pretty handily.
No error messages have ever been generated or observed.
After creating the settings.xml file as you instructed, the behavior has not changed. When the <Rendering> section is left as-is or with it commented out, the behavior is the same as before.

wme.log output with direct3d then opengl:

15:02:04: ********** DEBUG LOG OPENED 20-00-2020 (Release Build) *****************
15:02:04: WME Lite ver 1.2.527 "foxtailgame edition", Compiled on Jan 11 2019, 13:01:52
15:02:04: Platform: Windows
15:02:04:
15:02:04: Scanning packages...
15:02:04: Package build: 3391
15:02:04: Package internal name=data
15:02:04: Package file name=data
15:02:04: Registered 10295 files in 1 package(s)
15:02:04:
15:02:04: Initializing scripting engine...
15:02:04: Script compiler is NOT available
15:02:04:
15:02:04: Scaling steppings found up=0.00 down=0.00.
15:02:04:
15:02:04: Initializing video...
15:02:04: Double buffering flag set to: ON
15:02:04: Current video display=0, count of available video displays=1
15:02:04: The name of a display is...
15:02:04: Generic PnP Monitor
15:02:04: Game resolution=320x180, ratio=1.78
15:02:04: Desktop resolution=2560x1440, ratio=1.78, ratio diff=0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
15:02:04: Set rendering hint registry value: direct3d
15:02:04: Renderer max texture sizes: x=8192 y=8192.
15:02:04: Ratios before stepping application: 8.00 8.00
15:02:04: Ratios after stepping application: 8.00 8.00
15:02:04: Update screen: Orig w=320 h=180 Logical w=2560 h=1440 ratiox=8.00 ratioy=8.00
15:02:04: Update screen: Logical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
15:02:04: Update screen: Orig w=320 h=180 Physical w=2560 h=1440 ratiox=8.00 ratioy=8.00
15:02:04: Update screen: Physical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
15:02:04: PixelPerfect rendering enabled!
15:02:04:
15:02:05: Engine initialized in 376 ms
15:02:05:

15:09:56: ********** DEBUG LOG OPENED 20-00-2020 (Release Build) *****************
15:09:56: WME Lite ver 1.2.527 "foxtailgame edition", Compiled on Jan 11 2019, 13:01:52
15:09:56: Platform: Windows
15:09:56:
15:09:56: Scanning packages...
15:09:56: Package build: 3391
15:09:56: Package internal name=data
15:09:56: Package file name=data
15:09:56: Registered 10295 files in 1 package(s)
15:09:56:
15:09:56: Initializing scripting engine...
15:09:56: Script compiler is NOT available
15:09:56:
15:09:56: Scaling steppings found up=0.00 down=0.00.
15:09:56:
15:09:56: Initializing video...
15:09:56: Double buffering flag set to: ON
15:09:56: Current video display=0, count of available video displays=1
15:09:56: The name of a display is...
15:09:56: Generic PnP Monitor
15:09:56: Game resolution=320x180, ratio=1.78
15:09:56: Desktop resolution=2560x1440, ratio=1.78, ratio diff=0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
15:09:56: Set rendering hint registry value: opengl
15:09:56: Renderer max texture sizes: x=16384 y=16384.
15:09:56: Ratios before stepping application: 8.00 8.00
15:09:56: Ratios after stepping application: 8.00 8.00
15:09:56: Update screen: Orig w=320 h=180 Logical w=2560 h=1440 ratiox=8.00 ratioy=8.00
15:09:56: Update screen: Logical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
15:09:56: Update screen: Orig w=320 h=180 Physical w=2560 h=1440 ratiox=8.00 ratioy=8.00
15:09:56: Update screen: Physical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
15:09:56: PixelPerfect rendering enabled!
15:09:56:
15:09:57: Engine initialized in 365 ms
15:09:57:
Thank you for the information!

Last night I compared your results with those of both 2001 Sony VAIO and 2012 Windows 8 ASUS. The Sony requires something called "SwiftShader 2.1" to run the game; this is actually three files that intercept a game's rendering calls and handles them itself. This is why the Sony MUST have that extra XML file that makes it use Direct3D instead of OpenGL. The ASUS runs the game perfectly with or without the XML file and with or without SwiftShader. No problems as usual. Since the Sony is highly unusual I will not detail its results here, just the ASUS'.


First, does your system by any chance run Windows 10? I've never heard of this game failing to run under 7 or 8; the ASUS uses Windows 8 , Sony and Dell use XP and no problem there. So far it's only certain Windows 10 devices.

The Sony and ASUS produce results that are similar, but I've only included the ASUS' because it and your computer are likely more similar. I have posted them below; notice how yours lack the extensive "found resolution" parts? This is likely a very important clue here.

When running the game in Direct3D the ASUS gives this message: "Renderer max texture sizes: x=8192 y=8192;" so does yours.

In OpenGL the ASUS gives "Renderer max texture sizes: x=8192 y=8192;" yours gives "Renderer max texture sizes: x=16384 y=16384." I don't know if this is significant.

If your error log means anything then you are attempting to run the game in fullscreen mode; it does so by default and you cannot reach the "Options" screen. The resolution of your computer is much greater than the ASUS', and MUCH greater than the little Sony's. You could try to switch the game to windowed mode manually: first type this in to reach the folders in the top bar of Windows Explorer:

%appdata%

You should see the Foxtail folder. Open it, then open the "settings.xml" file with any text editor. Make sure the part between the VIDEO tags looks like this:

<Video>
<Grab>0</Grab>
<VideoDisplayIndex>0</VideoDisplayIndex>
<WindowRation>3</WindowRation>
<Windowed>1</Windowed>
<Windowheight>300</Windowheight>
<Windowwidth>100</Windowwidth>
<x>203</x>
<y>114</y>
</Video>


Now try it. This may not make the game work but at least you'll have a windowed game.

And by the way, use Task Manager to make sure the game isn't still running in the background after you shut it down.


You are not alone in having your problem- this has happened elsewhere in a similar way to others. What I'm trying to do is figure out what they all have in common. In my case the ASUS handles the game perfectly in all ways, Steam and GOG, in the case of the GOG version it runs perfectly in Puppy Linux 6.0.5 Tahrpup mode (the ASUS is a Dual Operating System device) with WINE! Every single library computer runs it; the computers at a tech shop run the game just fine. So we're not talking about a badly-programmed game, just one that does not play nice with certain devices.

What is that thing they have in common? So far it seems to involve Windows 10, but the game DOES run on Windows 10 devices so it would be a combination of Windows 10 and something else.

If you have a Windows 7 or 8 emulator on your computer try running the game that way. You could try running the game with Compatibility mode, but that's not really the same thing. Find the Foxtail EXE file, right-click it, and under "Properties/Compatibility" try XP and up. Heck, if you can try 16-Bit color.

First, Direct3D. Notice how much more extensive this is?


10:47:52: ********** DEBUG LOG OPENED 22-00-2020 (Release Build) *****************
10:47:52: WME Lite ver 1.2.362 "foxtailgame edition", Compiled on May 29 2018, 12:01:56
10:47:52: Platform: Windows
10:47:52:
10:47:52: Scanning packages...
10:47:52: Package build: 2039
10:47:52: Package internal name=data
10:47:52: Package file name=data
10:47:52: Registered 6689 files in 1 package(s)
10:47:52:
10:47:52: Initializing scripting engine...
10:47:52: Script compiler is NOT available
10:47:52:
10:47:52: Scaling steppings found up=0.00 down=0.00.
10:47:52:
10:47:52: Initializing video...
10:47:52: Double buffering flag set to: ON
10:47:52: Current video display=0, count of available video displays=1
10:47:52: The name of a display is...
10:47:52: Generic PnP Monitor
10:47:52: Game resolution=320x180, ratio=1.78
10:47:52: Desktop resolution=1366x768, ratio=1.78, ratio diff=-0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Scanning display modes...
10:47:52: Found screen resolution=1366x768, ratio=1.78, ratio diff=-0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=1360x768, ratio=1.77, ratio diff=0.01, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=1280x768, ratio=1.67, ratio diff=0.11, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=1280x720, ratio=1.78, ratio diff=0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: New mode better than current (0.00 < -0.00), picking this one!
10:47:52: Found screen resolution=1280x600, ratio=2.13, ratio diff=-0.36, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=1024x768, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=800x600, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=640x480, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=640x400, ratio=1.60, ratio diff=0.18, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=512x384, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=400x300, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=320x240, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Found screen resolution=320x200, ratio=1.60, ratio diff=0.18, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:47:52: Window mode is selected. WindowRatio=3
10:47:52: Set rendering hint registry value: direct3d
10:47:52: Renderer max texture sizes: x=8192 y=8192.
10:47:52: Ratios before stepping application: 3.00 3.00
10:47:52: Ratios after stepping application: 3.00 3.00
10:47:52: Update screen: Orig w=320 h=180 Logical w=960 h=540 ratiox=3.00 ratioy=3.00
10:47:52: Update screen: Logical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
10:47:52: Update screen: Orig w=320 h=180 Physical w=960 h=540 ratiox=3.00 ratioy=3.00
10:47:52: Update screen: Physical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
10:47:52: PixelPerfect rendering enabled!
10:47:52:
10:47:52: Engine initialized in 118 ms
10:47:52:
10:47:58: Loading string table...
10:47:58: 2002 strings loaded
10:48:31:
10:48:31: Shutting down...
10:48:31: Shutting down scripting engine
10:48:31: ********** DEBUG LOG CLOSED ********************************************
Post edited January 22, 2020 by GusCE6
Here's the OpenGL log:


10:51:34: ********** DEBUG LOG OPENED 22-00-2020 (Release Build) *****************
10:51:34: WME Lite ver 1.2.362 "foxtailgame edition", Compiled on May 29 2018, 12:01:56
10:51:34: Platform: Windows
10:51:34:
10:51:34: Scanning packages...
10:51:34: Package build: 2039
10:51:34: Package internal name=data
10:51:34: Package file name=data
10:51:34: Registered 6689 files in 1 package(s)
10:51:34:
10:51:34: Initializing scripting engine...
10:51:34: Script compiler is NOT available
10:51:34:
10:51:34: Scaling steppings found up=0.00 down=0.00.
10:51:34:
10:51:34: Initializing video...
10:51:34: Double buffering flag set to: ON
10:51:34: Current video display=0, count of available video displays=1
10:51:34: The name of a display is...
10:51:34: Generic PnP Monitor
10:51:34: Game resolution=320x180, ratio=1.78
10:51:34: Desktop resolution=1366x768, ratio=1.78, ratio diff=-0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Scanning display modes...
10:51:34: Found screen resolution=1366x768, ratio=1.78, ratio diff=-0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=1360x768, ratio=1.77, ratio diff=0.01, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=1280x768, ratio=1.67, ratio diff=0.11, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=1280x720, ratio=1.78, ratio diff=0.00, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: New mode better than current (0.00 < -0.00), picking this one!
10:51:34: Found screen resolution=1280x600, ratio=2.13, ratio diff=-0.36, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=1024x768, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=800x600, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=640x480, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=640x400, ratio=1.60, ratio diff=0.18, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=512x384, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=400x300, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=320x240, ratio=1.33, ratio diff=0.44, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Found screen resolution=320x200, ratio=1.60, ratio diff=0.18, refresh_rate=60, SDL_PIXELFORMAT_RGB888
10:51:34: Window mode is selected. WindowRatio=3
10:51:34: Set rendering hint registry value: opengl
10:51:34: Renderer max texture sizes: x=8192 y=8192.
10:51:34: Ratios before stepping application: 3.00 3.00
10:51:34: Ratios after stepping application: 3.00 3.00
10:51:34: Update screen: Orig w=320 h=180 Logical w=960 h=540 ratiox=3.00 ratioy=3.00
10:51:34: Update screen: Logical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
10:51:34: Update screen: Orig w=320 h=180 Physical w=960 h=540 ratiox=3.00 ratioy=3.00
10:51:34: Update screen: Physical BorderLeft=0 BorderRight=0 BorderTop=0 BorderBottom=0
10:51:34: PixelPerfect rendering enabled!
10:51:34:
10:51:34: Engine initialized in 128 ms
10:51:34:
10:51:39: Loading string table...
10:51:39: 2002 strings loaded
10:52:07:
10:52:07: Shutting down...
10:52:07: Shutting down scripting engine
10:52:07: ********** DEBUG LOG CLOSED ********************************************
Post edited January 22, 2020 by GusCE6
Hello again,
Sorry for the untimely response, I don't end up with much time for gaming, honestly.
Since you asked, I am running Windows 10.
As I began the process of troubleshooting again, I opened Foobar and started listening to some music. Then the game would not even render the Gingertips screen. I eventually realized the new variable was that Foobar2000 was outputting audio. So I pressed Stop. Then the Gingertips animation rendered. Pressing Play would cause Gingertips rendering to hang.
I immediately thought: "system audio."
I run a USB DAC on my laptop. So I switched from that to the laptop's Realtek audio hardware as the audio output device.
I can now start and play a new game, using either OpenGL or Direct3D, fullscreen or windowed, Hyperthreading on or off.
As an FYI, I can also output audio over HDMI to my display. The game launches and runs fine with HDMI as the audio output.
So I start to suspect there is something about the audio output format on the USB DAC that the engine doesn't like. I changed many audio device settings for the USB DAC in the Windows Sound applet, including combinations of 16-bit/24-bit and 44.1KHz/48KHz, but the engine hanged every time. There isn't much more about the device I can change. It doesn't use any special drivers - its name is properly recognized in Device Manager (JDS Labs DAC) but under Manufacturer it says "(Generic USB Audio)" and the driver is authored by Microsoft, so we're dealing with a generic Microsoft driver.
I also happen to have a generic, $7 portable USB DAC with 3.5mm audio input and output. So I plugged that in. In Device Manager - Manufacturer: (Generic USB Audio). Driver: Microsoft. Foxtail launches fine with this as the audio output device.
This leads me to believe it is not a driver issue, and may instead have something to do with hardware resource allocation or something similar.
So feel free to ask me anything about my USB DAC if you are interested in expanding support for audio output devices, as it seems the game engine is somewhat picky in regards to audio hardware.
Post edited February 01, 2020 by thekekscernist
I don't work for Gingertips, just a fan of "Foxtail." But it is weird how every single device (non Google OS) I've tried this game on has always worked, no fail. Even on my crummy little 2001 Sony XP VAIO.

This information you've given is VERY interesting. Elsewhere someone running a heavy-duty app on Linux got the game working, hence hyperthreading. I'm looking for a common factor, something that could account for the problems.

The only time I've ever heard about trouble with this game is with Windows 10 (on Windows systems). Given the comments elsewhere about other games Windows 10 seems to be a factor.

What you described is a blind spot for me, nothing I have uses USB DAC. It's straight-out hardware speakers with no mention of what you described, even with DXDIAG.

However, I have experienced problems involving sound with running a game like "Dreamweb" on PocketDOS for the crummy Windows CE netbook. PocketDOS lacks the emulators to play the sound so the game refuses to work- but it will with pckDOSBOX 0.63 because it does have the needed emulator. What you describe seems akin to that.

Problems the game has with sound=game not running.

I am going to post your reply, with your name at GOG, over at the Steam forums for this game (credit where it is due). If anyone has any luck with it, then you've solved a problem. :)

By the way, could you try the 4.3MB Wintermute Engine demo from here?

http://dead-code.org/home/index.php/download/

See if the same thing happens.

And after you successfully got the game to run did that error file change at all?
Post edited February 05, 2020 by GusCE6
Yes- please tell me as much about "USB DAC" as you can, in your own words.
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GusCE6: Yes- please tell me as much about "USB DAC" as you can, in your own words.
An DAC is an Digital/Analog-Converter. It converts Binary Signals into Analog or vice versa. Its most prominent use is for soundcards and Speakers with digital input.. The Wikipedia article for "Digital-to-analog converter" is quite good.
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GusCE6: [...]

However, I have experienced problems involving sound with running a game like "Dreamweb" on PocketDOS for the crummy Windows CE netbook. PocketDOS lacks the emulators to play the sound so the game refuses to work- but it will with pckDOSBOX 0.63 because it does have the needed emulator. What you describe seems akin to that.

[...]
FYI, ScummVM also has a re-implementation of the Dreamweb engine since version 1.5.0, which incidentally is the last official ScummVM version that was released for Windows CE, so no need to resort to an emulator. ;-)
I have a small problem with Linux Mint 19- namely, using the desktop shortcut results in "There was a problem launching the application." (Gee, I thought Linux error messages were more specific.)

So I just run the game by double-clicking on run.sh and off we go.

I'm wondering: why are you running Puppy Linux? If Ubuntu is the main river, Puppy is a dead-end tributary.