...could be, could also be a coincidence of certain cpu/gpu/mobo chipset combinations
throwing biscuits into the fan too.... B)
...however, I have discovered something else interesting wrt program behavior -- piping
the debug down a network wire was always going to help...(I'll question my sanity later
regarding clearing out a 200gb workspace, to dump a logfile into, just to play the game
and then delete the huge...over 70gb one time...logfile before playing the next level)....
....the main-game mode and dark matter mode behave markedly different without the disk
I/O masking things. In dark matter mode with debug logging to wire, if I'm quick enough
(it will still lockup if I don't complete a level as quick as I can), I will get through the level.
(I'm currently stuck at level_8 but I figure next time I'll have a strategy to wipe a few minutes
off my best time).....at times, eufloria.exe can become stressed, usually towards the end of
a dark matter level, but not -the- end of it....ie; with <6 asteroids to conquer this can occur.
It manifests itself as a very slow graphics display..seedlings move slowly, you have to fire
your mouse buttons like machine guns to get a single click in sideways, mouse movement
is jerky in empathy with whatever the program is gagging on....this can go on for 5minutes
or more, and you gotta keep on your game or the AI will have at you. because you can't
select/deploy seedlings quick enough -- all this time and obvious stress, and the music runs
smooth as, never misses a beat....not once. Then, quite suddenly it'll 'get over it', the screen
speed will return to normal, and invariably I'll get to the end of the level if it recovers from
this hissy-fit....though the entire level, the music never misses a beat...no pun intended..

..in the main game levels however, under the same conditions, the situation is completely
different....and, although I may get a little further into level_10 here using this technique it
still locks up at random places before completing the level. What is most different however,
is I think I'm now seeing 'it'....playing through level_10, the display will suddenly lockup, and
at that very same instant, sound replay starts looping - with the seedlings stopped and no
user input, the sound replay will do around 7 iterations of a 1second or so loop, and then
suddenly things will get a grip again --- user input returns, seedlings start moving again,
sound replay continues on from loop endpoint ...and all is back to normal again. In any one
of these instances, the display can lockup for good and we've hit our problem - when *this*
happens, there is no looping of the sound replay, instead it continues unabated...but we've
hit our showstopper...kill program, try again...<g>...
...curiouser and curiouser... (8
....oh, and also, I can hit the error message people speak of....this'll be the err_msg spawn
of .NET asking whether or not I want to report this to M$ blahblah...I can now hit this 7/10
times (with debug to wire) if I toss it a ^C after/during a failed startup attempt...