[RELEASE] EDuke32 Addon Compilation "Version 3.13 released on December 6, 2016!"
#1771 Posted 07 January 2023 - 12:10 PM
Let's go step by step and try with those that require to remove undefinevolume tags first.
This post has been edited by Fantinaikos: 07 January 2023 - 12:18 PM
#1772 Posted 07 January 2023 - 02:11 PM
#1773 Posted 07 January 2023 - 03:12 PM
I forgot to mention that however most of the not working addons, after the error message, instead of close the program, appear to be detected at least superficially given that apart for the episodes selection which remain the four of the main game, all the rest of custom material is actually loaded.
This post has been edited by Fantinaikos: 07 January 2023 - 03:26 PM
#1774 Posted 08 January 2023 - 01:40 PM
Specifically the first map, it starts fine (thought I think the incoming helicopter thats gonna crash into you should not dissappear).
The longer I play the level however, the slower it gets, till the point it reaches almost powerpoint presentation and it becomes unplayable.
Checking the console it sends many of the same error message: "ERR| scripts/dreamtrilogy_extra.con:785: sound: invalid sound #3026"
It sends this error so many times the console says it exceeds error count and starts ignoring them. My Eduke.log is 22MBs due to how many lines of that same error it writes! I think that could be the culprit as to why the first map ends up slowing down, as the other 2 maps play completely fine and don't show that error.
Map 2 has another error however, it always crashes for me in that dark hallway just before you takes a turn to the right and you see a spooky ghost jumpscare, the game freezes and then a windows pop in telling me Eduke32 stopped working
Map 3 on the other hand plays completely fine from start to end.
Wanted to report that since so far its the only addon I've been having technical issues with, everything else I've tried has been working well so far!
This post has been edited by Ferry: 08 January 2023 - 01:52 PM
#1775 Posted 08 January 2023 - 02:52 PM
Anyway, can't hurt to check how that specific sound is defined, I suppose...
*EDIT*
After a quick check, turns out that sound is labelled BLANK and defined as such in defs.con, however I cannot find a corresponding definesound line. This could be problematic. Gotta check more thoroughly tomorrow. As for that crash in the second map: That one could be port-related still, but let's see.
This post has been edited by NightFright: 08 January 2023 - 03:28 PM
#1776 Posted 08 January 2023 - 11:42 PM
It seems there is a definition in A.Dream which comes straight from the default defs.con:
define BLANK 3026
The tilenum already indicates this is not supposed to be a sound. However, then you have code like this in dreamtrilogy_extra.con:
state actor_run_walk { ifactioncount 3 { ifonwater sound BLANK else { state actor_movement_sound resetactioncount } } } ends
actor SPARKSPAWNED fall sizeat 21 21 ifcount 1 sound BLANK else { ifrnd 32 { move MOVSP1 getv randomangle } else ifrnd 64 { move MOVSP2 getv randomangle } else { move MOVSP1 getv randomangle } } ifcount 4 cstat 130 ifcount 7 cstat 642 ifcount 10 killit ifinwater killit enda
There is no definesound BLANK anywhere in the CON scripts, so the author might possibly have assumed here that a blank/empty sound can be referenced by using an empty/unused tile from the original game? There's no way this could have ever worked, right?
Intuitively, I would say BLANK should be replaced with a sound name that has blank.voc assigned to it, like MONITOR_ACTIVE (user.con: definesound MONITOR_ACTIVE blank.voc 0 0 0 0 0). I tried it in a test build and the error logs don't happen any longer.
This post has been edited by NightFright: 09 January 2023 - 12:11 AM
#1777 Posted 09 January 2023 - 05:03 AM
#1778 Posted 09 January 2023 - 05:57 AM
But you are right, there's actually no difference between "play no sound" or "do nothing" in these cases.
This post has been edited by NightFright: 09 January 2023 - 06:01 AM
#1779 Posted 09 January 2023 - 06:15 AM
#1780 Posted 09 January 2023 - 06:23 AM
Changelog:
- A.Dream Trilogy: Sound-related crash fix in dreamtrilogy_extra.con (incorrect usage of BLANK tile)
To update:
- Use the EAC Downloader Script (unzip into your EDuke32 root dir and execute eac_install.bat) OR
- Get the updated EAC Base Pack and download dreamtrilogy.grp from the EAC repository
#1781 Posted 10 January 2023 - 07:44 AM
Sadly with Map 2 it still crashes in the dark hallway when it turns to the right and the spooky jumpscare awaits, I dont know what can cause it since the game freezes and the Eduke log reports nothing, I do have to admit its really funny the game crashes right before the jumpscare.
#1782 Posted 10 January 2023 - 07:56 AM
#1783 Posted 16 January 2023 - 08:24 PM
At r9651 is when the game started crashing, the previous build uploaded, r9631, runs completely fine on that part with in the hallway with the spooky ghost, something changed between these builds made the game crash at that part. Those builds are 2 years old at this point, I thought maybe the crash was a lot more recent related, they dont have some of the enhancements like the anisotropic filtering or not having conflicts with Color Profiles and wow during those builds they were tinkering a lot with the mouse controls, wish I knew what causes the crash but hey at least I know when it started crashing now.
This post has been edited by Ferry: 16 January 2023 - 08:25 PM
#1784 Posted 16 January 2023 - 10:22 PM
This post has been edited by NightFright: 16 January 2023 - 10:22 PM
#1785 Posted 17 January 2023 - 02:23 PM
This happens only in first/third person, but if you walk through it when in automap mode the crashing error does not occur.
#1786 Posted 17 January 2023 - 02:29 PM
#1787 Posted 17 January 2023 - 02:39 PM
"So the fight of NightFright against the code will be ETERNAL"
*insert riff*
#1789 Posted 18 January 2023 - 09:30 AM
Phredreeke, on 18 January 2023 - 08:58 AM, said:
JUST AVOID THE DONKEY
What a fantastic rhymes compilation we can get
#1791 Posted 20 January 2023 - 06:34 PM
#1793 Posted 24 January 2023 - 10:26 AM
Running your modified Metropolitan Mayhem in this way just results in loading the normal episodes. My current fix is to move the metromayhem.con to the root and rename it game.con, add in a renamed copy of the original game.con and modify the metro con to include the renamed copy instead
#1794 Posted 24 January 2023 - 11:08 AM
Anyway, right now I cannot continue expanding support for other ports. Real life happened again, and lately it really, really sucks.
This post has been edited by NightFright: 24 January 2023 - 11:08 AM
#1796 Posted 26 January 2023 - 04:17 PM
Fantinaikos, on 17 January 2023 - 02:23 PM, said:
Dreambug.png
This happens only in first/third person, but if you walk through it when in automap mode the crashing error does not occur.
Now that's a really interesting error. What version of EDuke are you running? What this error means is that something, somehow, is setting an actor's tile ID to something beyond the valid maximum. This really shouldn't be possible on accident.
Can you test if this crashes on the original release of the mod, not the one packed in the compilation?
Can you also make a save file in the area before the crash starts? I wanna take a look and see what might be going on, and don't really have the time to play it to find it myself.
#1797 Posted 26 January 2023 - 04:53 PM
I'll see to provide save files, but I assure that the conditions for the error to appear are not more than the "walk in the area and game crashes" I described.
#1798 Posted 26 January 2023 - 05:37 PM
Looks like there are 2 game actors that use a (now?) out of range tile offset causing the crash. Both EVILGHOST (in map 2) and ENDINGGIRL (in map 3) have action definitions like:
action AENDINGGIRL1 32768 0 0 0 2 action AENDINGGIRL2 0 0 0 0 2 action AENDINGGIRL3 32768 0 0 0 2
That tile offset (the first number) is out of bounds for MAXTILES which is 30720, throwing the crash you're seeing.
I assume the reason the mod author did this is to make the sprites invisible until triggered, which could be done in a much more simple (and crash proof) manner using cstat. What's weird is they did exactly that in several other actors. If there's other functionality here with the action offset then I'm not aware of it, and if not then I don't understand why they went this route with these 2 actors in the first place. I'm also assuming, like the sound error, that this stopped working as the engine was hardened against out of bounds crashes, memory leaks, or other odd behaviors. Basically, this probably shouldn't have ever worked.
I modified the actors in question to use the invisible cstat instead of the out of bounds animation offset. I haven't playtested this though, but it's a simple fix so it should work.
Attached File(s)
-
dreamtrilogy_extra.con (76.18K)
Number of downloads: 166
This post has been edited by Reaper_Man: 26 January 2023 - 05:46 PM
#1799 Posted 26 January 2023 - 07:07 PM
Quote
Nope, again the 2nd. In the aqueduct-sewer zone, if you can call it that, after one of the doors. Didn't even reached dreammap 3 because I've passed to another mod after a while, but if fixes that too, better.
Uh... What command I have to use to include this extra.con in the load of the compilation version? I can just put it Autoload folder or I need a .Bat with a -x parameter somewhere?
Also, can you even try to fix the Xmas 1997 bug?
EDIT: Nevermind, I figured out that it gets automatically detected by putting it in the EDuke32 folder (at least he did according the log). Unfortunately nothing changed, and the error line 4302 etc. keeps appearing in the same areas. Actually, then it even appear a c++ runtime error after that and the crash log is full of "Access violation" and references to various .cpp stuff. It Could be another MAX tiles violation you've missed?
This post has been edited by Fantinaikos: 26 January 2023 - 08:19 PM
#1800 Posted 27 January 2023 - 04:47 AM
Also I don't know if this is what you did, but you can't load from a save file after altering CON files, you have to start a new game and warp to that map for the new CON to take effect. If you're loading a save file with new CONs then that can cause all sorts of problems.
What's the problem with Xmas 1997 exactly? Does it throw any console errors? Like I said I don't really have time to play through mods to find bugs, and I haven't even played most of these in the first place, so you gotta be real specific.