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Tales of Anegh cutscene crash


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#21 Hoppy

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Posted 23 September 2010 - 01:44 AM

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

This could be an icon or map issue but I don't think it's anything related to this topic - might get more help under a new topic in CtB's forum or whatever the suspect mod is.


Trying to work on this error right now from CtB. However, one should only get this crash error in AR3611 usually at night and it should be in that area only if the aforementioned error code is to be related to CtB.

It seems that micbaldur's crashes happen irregularly or at different times and places. Like it happens in the bridge and then it doesn't. Trademeet once and then it doesn't and then it does again before a cutscene... and so on. It sounds like a global timer has expired and is creating a creature or trying to. To me it points to something in the Baldur.BCS or some NPC related quest/romance encounter which is really hard to track down and may prove challenging for any Modder God.

EDIT: Maybe we can get an idea if we know who the party members are.

Edited by Hoppy, 23 September 2010 - 01:46 AM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#22 micbaldur

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Posted 23 September 2010 - 03:08 AM



ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

This could be an icon or map issue but I don't think it's anything related to this topic - might get more help under a new topic in CtB's forum or whatever the suspect mod is.


Trying to work on this error right now from CtB. However, one should only get this crash error in AR3611 usually at night and it should be in that area only if the aforementioned error code is to be related to CtB.

It seems that micbaldur's crashes happen irregularly or at different times and places. Like it happens in the bridge and then it doesn't. Trademeet once and then it doesn't and then it does again before a cutscene... and so on. It sounds like a global timer has expired and is creating a creature or trying to. To me it points to something in the Baldur.BCS or some NPC related quest/romance encounter which is really hard to track down and may prove challenging for any Modder God.

EDIT: Maybe we can get an idea if we know who the party members are.


As i said earlier post my crash was caused by Angelo NPC Mods creature Ginpachi (ADGINPAC.CRE). He has timed event at the end of Angelo's Sword quest that's why it happens random place. Crash had nothing to with CtB Of Elves and Artifats quest and also nothing do with Angelo Mod. They just happened at same time that's why there was confusion that it's CtB related crash.

After i copy the CRE file from Infinity Animations backup folder to Override folder i haven't had any crashes. I'm already at Windspear Hills dungeon at Of Elves and Artifacts quest. The Eleanors killing cutscene at Trademeet went fine except one minor thing.

Poor little Mondragon from RoT get toasted (R.I.P.) during the Hellish Firestorm between two mages. :crying:

Somebody should move poor Mondragon little up to the Fountain or little down near to Vyatri's Pub door.

Edited by micbaldur, 23 September 2010 - 03:09 AM.

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#23 Lollorian

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Posted 23 September 2010 - 03:47 AM

After i copy the CRE file from Infinity Animations backup folder to Override folder i haven't had any crashes.

You should have a changelog made of that .cre and attach both the changelog.txt and the resulting .cre's that get produced in a following post :) (like Fouinto did earlier ;)) Info about this and more in the ImpFAQ in my sig :P

Somebody should move poor Mondragon little up to the Fountain or little down near to Vyatri's Pub door.

Sounds like a job for .... Turambar's megamod fixpack :D (if this can be called an incompatibility :P)

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#24 micbaldur

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Posted 23 September 2010 - 04:28 AM

After i copy the CRE file from Infinity Animations backup folder to Override folder i haven't had any crashes.

You should have a changelog made of that .cre and attach both the changelog.txt and the resulting .cre's that get produced in a following post :) (like Fouinto did earlier ;)) Info about this and more in the ImpFAQ in my sig :P

Unfortunately i can't do that because i :wall: run the cleanup-bat after BWP was installed at end of may.

All i get from changelog.bat is
[WeiDU.exe] WeiDU version 21900
[WeiDU.exe] Using scripting style "BG2"

FATAL ERROR: Sys_error("Mur'Neth/backup/0/MAPPINGS.0: No such file or directory")

So i should make a new BWP install but i'm going play this install to the end of ToB. As i earlier stated i'm player and want to play not do modding. :lol:

He He Well maybe i'm little :crazy: because i'm want to play not to do modding :twisted:

I only fix or go around bugs which stop my progress in the game.

I've encounter many minor things which i haven't reported over the years i've been playing. Maybe i should report i dunno :ermm:

Edited by micbaldur, 23 September 2010 - 04:29 AM.

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#25 Hoppy

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Posted 23 September 2010 - 04:47 AM

After i copy the CRE file from Infinity Animations backup folder to Override folder i haven't had any crashes. I'm already at Windspear Hills dungeon at Of Elves and Artifacts quest. The Eleanors killing cutscene at Trademeet went fine except one minor thing.

Poor little Mondragon from RoT get toasted (R.I.P.) during the Hellish Firestorm between two mages. :crying:

Somebody should move poor Mondragon little up to the Fountain or little down near to Vyatri's Pub door.


Not an incompatibility per se because it doesn't break anything essential plot-wise and can be bypassed. Some may prefer a little chance in the fact that an NPC can die (even quest givers) and some players reload to circumvent the problem and some may live with it for role playing reasons.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#26 micbaldur

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Posted 23 September 2010 - 06:17 AM

Not an incompatibility per se because it doesn't break anything essential plot-wise and can be bypassed. Some may prefer a little chance in the fact that an NPC can die (even quest givers) and some players reload to circumvent the problem and some may live with it for role playing reasons.

Yes i know all that and it's not a big thing. But the players like me who wants to every NPC quests, quests and romance every female NPC :naughty: as possible it's quite hard to plan which and when NPCs are in party.

Well i think it's rather stupid that one mod kills other mods NPCs even by accidently. But i understand that some may prefer it.

Well there's always mother of all spells RELOAD.

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#27 Hoppy

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Posted 23 September 2010 - 06:36 AM

Unfortunately, I don't think Mordrogon's quest works so that is something else I will be spending time on for the ROT update.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#28 micbaldur

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Posted 23 September 2010 - 08:41 AM

Unfortunately, I don't think Mordrogon's quest works so that is something else I will be spending time on for the ROT update.

Sorry :crying: i didn't mean to sound so demanding it's not that big thing. For my defense i can say i'm not native english speaking person.

If someone changes it i'm happy and if not i'm happy with that too. I can always fix it for my own install if get annoyed enough.

Just keep modding what you want :coolthumb:

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#29 Fennek

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Posted 23 September 2010 - 10:21 AM

Regarding the Tales of Anegh-cutscene problem:

I did more "research": The problem seems to be that z_bhaal has a two handed weapon equipped (we know this already) and that during the cutscene a sword flows to him which is then put into his shield slot. ctd. So it is a problem within the cutscene script, although I do not know why the other version of z_bhaal work. Maybe the cre is scripted in some way to receive the weapon, but the creature slot fixer prevents this.
(And a shield was never the problem; I said that the problem was linked with a weapon in the shield slot, but as it seems then I made a typo and said shield instead in the next sentence in post 9. :whistling: )

#30 Miloch

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Posted 23 September 2010 - 10:33 AM

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

This could be an icon or map issue but I don't think it's anything related to this topic - might get more help under a new topic in CtB's forum or whatever the suspect mod is.

Trying to work on this error right now from CtB. However, one should only get this crash error in AR3611 usually at night and it should be in that area only if the aforementioned error code is to be related to CtB.

It seems that micbaldur's crashes happen irregularly or at different times and places. Like it happens in the bridge and then it doesn't. Trademeet once and then it doesn't and then it does again before a cutscene... and so on. It sounds like a global timer has expired and is creating a creature or trying to. To me it points to something in the Baldur.BCS or some NPC related quest/romance encounter which is really hard to track down and may prove challenging for any Modder God.

EDIT: Maybe we can get an idea if we know who the party members are.

As i said earlier post my crash was caused by Angelo NPC Mods creature Ginpachi (ADGINPAC.CRE). He has timed event at the end of Angelo's Sword quest that's why it happens random place. Crash had nothing to with CtB Of Elves and Artifats quest and also nothing do with Angelo Mod. They just happened at same time that's why there was confusion that it's CtB related crash.

After i copy the CRE file from Infinity Animations backup folder to Override folder i haven't had any crashes. I'm already at Windspear Hills dungeon at Of Elves and Artifacts quest. The Eleanors killing cutscene at Trademeet went fine except one minor thing.

The "informative" line in the error message is this:

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

That seems to suggest this: that the engine encountered a bogus bitmap, where it expected the dimensions *not* to be greater than the width or height in the info header, nor less than zero. I suppose that could also point to a bitmap that doesn't exist, I don't know.

The game uses bitmaps for a handful of things: auxiliary maps (search, height, lightmaps), area mini-maps (.mos files) and animations (for items, spells, creatures, campfires, etc.).

So the fact you replaced a creature file gives us a little to go on but not necessarily enough. It could be the creature animation, or the creature could also be trying to wield an item, cast a spell, etc. So if you can give more information as to what *exactly* was happening when it crashed, it could help. Did you see the creature at all? Was it appearing to wield or cast something? Was there any dialogue or other text immediately before it?

Also, a quick experiment might help. Rename the 2 CREs you attached to something like adginp01.cre, adginp02.cre. Put those in the override along with this one:
Attached File  adginp03.cre   1.73K   230 downloads
Then console in each of them with CLUAConsole:CreateCreature("adginp01") etc. Do any/all of them crash? If so, immediately or when?

(In the future, it helps if you start new topics for separate errors/suggestions. For one thing, the search function on this forum doesn't work. So it helps with search engine indexing and also helps modders with expertise in certain areas to respond to topics they have insight in, such as mods they're familiar with etc. Plus this topic is a bit out of control now, because it should really be about Tales of Anegh :blink:.)

@Fennek: where/which script is that? It doesn't matter much if it's a second weapon or a shield - you can't have anything in the offhand slot with a two-handed weapon, whether the primary weapon be a 2h sword, a halberd or a bow.

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#31 Fouinto

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Posted 23 September 2010 - 11:12 AM

Regarding the Tales of Anegh-cutscene problem:

I did more "research": The problem seems to be that z_bhaal has a two handed weapon equipped (we know this already) and that during the cutscene a sword flows to him which is then put into his shield slot. ctd. So it is a problem within the cutscene script, although I do not know why the other version of z_bhaal work. Maybe the cre is scripted in some way to receive the weapon, but the creature slot fixer prevents this.
(And a shield was never the problem; I said that the problem was linked with a weapon in the shield slot, but as it seems then I made a typo and said shield instead in the next sentence in post 9. :whistling: )

Indeed, I remember seen something strange about this : with the "bad" z_bhaal (the one that CTD), when seeing the cutscene, I have seen a floating sword close to this creature (i have seen this cutscene more than ten times when trying to find a solution !).
I also remember that this floating sword did not appear on the cutescene with the "good" z_bhaal.
There must be something around this sword (however, i can't imagine why it would work with a creature and not with another...)

I am not a modder, but i have not seen where this floating weapon comes from (I've searched it in BCS files of z_bhall.cre and in ZDREA2.BCS)

Edited by Fouinto, 23 September 2010 - 11:15 AM.


#32 Hoppy

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Posted 23 September 2010 - 01:20 PM


Unfortunately, I don't think Mordrogon's quest works so that is something else I will be spending time on for the ROT update.

Sorry :crying: i didn't mean to sound so demanding it's not that big thing. For my defense i can say i'm not native english speaking person.

If someone changes it i'm happy and if not i'm happy with that too. I can always fix it for my own install if get annoyed enough.

Just keep modding what you want :coolthumb:



I just meant that I have to fix his quest :lol:
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#33 micbaldur

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Posted 23 September 2010 - 08:07 PM

The "informative" line in the error message is this:

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

That seems to suggest this: that the engine encountered a bogus bitmap, where it expected the dimensions *not* to be greater than the width or height in the info header, nor less than zero. I suppose that could also point to a bitmap that doesn't exist, I don't know.

The game uses bitmaps for a handful of things: auxiliary maps (search, height, lightmaps), area mini-maps (.mos files) and animations (for items, spells, creatures, campfires, etc.).

So the fact you replaced a creature file gives us a little to go on but not necessarily enough. It could be the creature animation, or the creature could also be trying to wield an item, cast a spell, etc. So if you can give more information as to what *exactly* was happening when it crashed, it could help. Did you see the creature at all? Was it appearing to wield or cast something? Was there any dialogue or other text immediately before it?

Also, a quick experiment might help. Rename the 2 CREs you attached to something like adginp01.cre, adginp02.cre. Put those in the override along with this one:
Attached File  adginp03.cre   1.73K   230 downloads
Then console in each of them with CLUAConsole:CreateCreature("adginp01") etc. Do any/all of them crash? If so, immediately or when?

(In the future, it helps if you start new topics for separate errors/suggestions. For one thing, the search function on this forum doesn't work. So it helps with search engine indexing and also helps modders with expertise in certain areas to respond to topics they have insight in, such as mods they're familiar with etc. Plus this topic is a bit out of control now, because it should really be about Tales of Anegh :blink:.)

I tried each CREs. adginp01.cre from my BIF and yours adginp03.cre crashed instantly when i press enter. I didn't see anything screen went black. Tobex screen has the same error message as earlier.

Earlier crashes were similar. If party was OUTDOORs it crashed and i didn't see anything no Ginpachi no nothing. If i did came from INDOORs or dungeons loading screen went normally then party appear and then crash i didn't see nothing else.

adginp02.cre from my InfinityAnimations backup folder works perfectly no crash and Ginpachi appears normally.

Sorry for messing up the topic :ermm: It's my old topic from end of april and it wasn't so popular until Fouinto resurrected the topic.

I'm forum noobie although i've been lurking these forums on and off about ten years. :blush:

Edited by micbaldur, 23 September 2010 - 08:11 PM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#34 Miloch

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Posted 24 September 2010 - 05:04 AM

I tried each CREs. adginp01.cre from my BIF and yours adginp03.cre crashed instantly when i press enter. I didn't see anything screen went black.

Ok. Was able to reproduce (sort of) but then realised I didn't have Infinity Animations installed, so obviously it crashed (:P). So if someone else with IA could try to reproduce that would help (I can't really install it because I'm halfway through modding a new version). Do you have an Asian OS or something? Someone posted an issue with certain animations codes like ¢A¢B (which this one happens to be).

Tobex screen has the same error message as earlier.

Now I doubt that, because that's a different error entirely (one I just posted a fix for here). You should look at your baldur.err file though, not the screen. Mine looks like this after reproducing both crashes:

---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ObjAnimation.cpp
Line: 19937

Exp: FALSE

Msg: no msg.
Run Debugger?

Always look at it immediately after a crash or freeze. What's after the last session break will be what was logged for the last crash. In this case, ObjAnimation.cpp @19937 instead of ChDataTypes.cpp @1591, which had to do with a buggy lightmap as we suspected.

Earlier crashes were similar.

But I think they were all different, or at least some were, because you have two different crashes already. Another reason to start new topics for different subjects :whistling:. Also, it's easy to lose track of what happened when in your baldur.err file.

(An admin could split this into 2 topics but it's beyond my powers.)

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#35 micbaldur

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Posted 24 September 2010 - 08:56 AM

I tried each CREs. adginp01.cre from my BIF and yours adginp03.cre crashed instantly when i press enter. I didn't see anything screen went black.

Ok. Was able to reproduce (sort of) but then realised I didn't have Infinity Animations installed, so obviously it crashed (:P). So if someone else with IA could try to reproduce that would help (I can't really install it because I'm halfway through modding a new version). Do you have an Asian OS or something? Someone posted an issue with certain animations codes like ¢A¢B (which this one happens to be).

Tobex screen has the same error message as earlier.

Now I doubt that, because that's a different error entirely (one I just posted a fix for here). You should look at your baldur.err file though, not the screen. Mine looks like this after reproducing both crashes:

---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ObjAnimation.cpp
Line: 19937

Exp: FALSE

Msg: no msg.
Run Debugger?

Always look at it immediately after a crash or freeze. What's after the last session break will be what was logged for the last crash. In this case, ObjAnimation.cpp @19937 instead of ChDataTypes.cpp @1591, which had to do with a buggy lightmap as we suspected.

Earlier crashes were similar.

But I think they were all different, or at least some were, because you have two different crashes already. Another reason to start new topics for different subjects :whistling:. Also, it's easy to lose track of what happened when in your baldur.err file.

For me your adginp03.cre and my BIF adginp01.cre produces exactly same error message at baldur.err
---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?

---------------------Start Logging Session---------------------



---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ChDataTypes.cpp
Line: 1591

Exp: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0)

Msg: no msg.
Run Debugger?
I don't any other error messages in baldur.err. Well there's an other
but it's related to Tales of Anegh. When i experimented that crash back in may.

I can't say have i two or one type of crash but i don't have this error message in my baldur.err.
---------------------Start Logging Session---------------------

ASSERTION FAILED!
File: ObjAnimation.cpp
Line: 19937

Exp: FALSE

Msg: no msg.
Run Debugger?

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#36 Fennek

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Posted 24 September 2010 - 10:19 AM

Indeed, I remember seen something strange about this : with the "bad" z_bhaal (the one that CTD), when seeing the cutscene, I have seen a floating sword close to this creature (i have seen this cutscene more than ten times when trying to find a solution !).
I also remember that this floating sword did not appear on the cutescene with the "good" z_bhaal.
There must be something around this sword (however, i can't imagine why it would work with a creature and not with another...)

I am not a modder, but i have not seen where this floating weapon comes from (I've searched it in BCS files of z_bhall.cre and in ZDREA2.BCS)


I, too, did not find anything yet. I'll have a look on it next week (if I don't find the problem directy via trying it ingame now), since I guess it will take some time I do not have during the next days.

#37 Fennek

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Posted 24 September 2010 - 11:00 AM

I had another look ingame: If I make the "broken" Z_BHAAL (Sarevok-animation) join my team via cheating, he still has the animation bug with the sword in his hand and a (two handed) sword floating in front of him. If I open his inventory, I guess I see why: His animation is a two handed sword. If I summon another Z-BHAAL, I get a dwarf, who is identical in terms of equipment, hp etc. and has a doll (dwarf with a two handed sword).
If I select anything of the Sarevok-like Z_BHAAL's equipment, he changes to the dwarf (and there is no problem anymore).

If I use the Z_BHAAL from the backup of the creature slot fixer, it shows nothing instead of the floating sword (or a doll) and there is no ctd if the creature attacks (what seems to be the only action to cause the ctd). There's again a dwarf version of it (to which Sarevok changes, if one selects one of his items).

Any idea what happens here? The dwarf doesn't seem to be the reason of the ctd (although he might be related with it), but that the "doll" changes after the creature slot fixer went over it from "nothing" to "sword". Animation bug? Or does the creature slot fixer enforce "proper" weapon display?
Doesn't seem to be linked with a script of the mod.

Edit: To solve the ctd (although not the problem... which one can nevetheless ignore then, if one wants), one has to delede the two handed sword (sword of chaos+2) from Z_BHAAl. He then still has a two handed sword in the cutscene, so no content is lost.

Edit 2: The Z_BHAAL's before the creature slot fixer intervenes do have the two handed weapon in their main hand, but it is not properly equipped (not green). Since the Sarevok animation itself has a sword, this is not a problem. If (and only if) the creature slot fixer makes the two handed sword to be properly equipped, this should cause the animation bug of two swords, I think.
(And to take away the two handed sword of chaos from Z_BHAAL still seems to be the best way, in my opinion, to solve the problem, since it is probably a bad idea to somehow change the creature slot fixer...)

Edit 3: Jastey will get rid of the sword of chaos.

Edited by Fennek, 24 September 2010 - 12:40 PM.


#38 jastey

jastey
  • Administrator
  • 3219 posts

Posted 28 September 2010 - 03:41 AM

The new version 2.1 is now available whith hopefully fixed cutscene. Thank you for the bugreport!

#39 Fouinto

Fouinto
  • Member
  • 458 posts

Posted 28 September 2010 - 08:54 AM

The new version 2.1 is now available whith hopefully fixed cutscene.

Thank YOU :Bow:

#40 Lollorian

Lollorian

    smiley addict

  • Member
  • 4150 posts

Posted 28 September 2010 - 09:27 AM

First off, thanks for the update :Bow:

But I noticed a slight thingus in ToA\baf\ZBERGE.baf while diffing v2.0 and v2.1 - specifically, the first block:
IF
  Global("ZIgorTalk","GLOBAL",5)
  Global("ZSealedUp","GLOBAL",0)
THEN
  RESPONSE #100
    ClearAllActions()
    StartCutSceneMode()
    MultiPlayerSync()
    SetGlobal("ZSealedUp","GLOBAL",0)
    ScreenShake([30.30],20)
    CreateVisualEffectObject("","SPPORTAL")
    CreateVisualEffectObject("","SPPORTAL")
    CreateVisualEffectObject("","SPPORTAL")
    CreateVisualEffectObject("","SPPORTAL")
    CreateVisualEffectObject("","SPPORTAL")
    CreateVisualEffectObject("","SPPORTAL")
    CreateVisualEffectObject("SPPORTAL","z_igor")
    ActionOverride(Player1,LeaveAreaLUA("ZHEL1","",[3099.1698],0))
    ActionOverride(Player2,LeaveAreaLUA("ZHEL1","",[3203.1708],0))
    ActionOverride(Player3,LeaveAreaLUA("ZHEL1","",[3234.1760],0))
    ActionOverride(Player4,LeaveAreaLUA("ZHEL1","",[3189.1794],0))
    ActionOverride(Player5,LeaveAreaLUA("ZHEL1","",[3134.1797],0))
    ActionOverride(Player6,LeaveAreaLUA("ZHEL1","",[3075.1776],0))
    ActionOverride("z_igor",DestroySelf())
    EndCutSceneMode()
END
... the CreateVisualEffectObject()'s should prolly have been ...
IF
  Global("ZIgorTalk","GLOBAL",5)
  Global("ZSealedUp","GLOBAL",0)
THEN
  RESPONSE #100
    ClearAllActions()
    StartCutSceneMode()
    MultiPlayerSync()
    SetGlobal("ZSealedUp","GLOBAL",0)
    ScreenShake([30.30],20)
    CreateVisualEffectObject("SPPORTAL",Player1)
    CreateVisualEffectObject("SPPORTAL",Player2)
    CreateVisualEffectObject("SPPORTAL",Player3)
    CreateVisualEffectObject("SPPORTAL",Player4)
    CreateVisualEffectObject("SPPORTAL",Player5)
    CreateVisualEffectObject("SPPORTAL",Player6)
    CreateVisualEffectObject("SPPORTAL","z_igor")
    ActionOverride(Player1,LeaveAreaLUA("ZHEL1","",[3099.1698],0))
    ActionOverride(Player2,LeaveAreaLUA("ZHEL1","",[3203.1708],0))
    ActionOverride(Player3,LeaveAreaLUA("ZHEL1","",[3234.1760],0))
    ActionOverride(Player4,LeaveAreaLUA("ZHEL1","",[3189.1794],0))
    ActionOverride(Player5,LeaveAreaLUA("ZHEL1","",[3134.1797],0))
    ActionOverride(Player6,LeaveAreaLUA("ZHEL1","",[3075.1776],0))
    ActionOverride("z_igor",DestroySelf())
    EndCutSceneMode()
END

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