Weidu.log 52.38K 288 downloads
Baldur,ERR.log 3.46K 303 downloads
Please note that Baldur.err has been renamed to "Baldur,ERR.log" since it says I can't upload it as Baldur.err.
Edited by Inaia, 24 June 2010 - 07:55 AM.
Posted 24 June 2010 - 07:52 AM
Edited by Inaia, 24 June 2010 - 07:55 AM.
Posted 24 June 2010 - 08:36 AM
ASSERTION FAILED! File: ObjAnimation.cpp Line: 23887 Exp: bAttackProb[0] == TRUE || bAttackProb[1] == TRUE || bAttackProb[2] == TRUEIt means a weapon has invalid overhead/backhand/thrust animation values (and is probably unrelated to the corrupted BAM issue). The other time I've seen it recently is with Osmadi's equipped club from DSotSC but I posted a fix for that in the DS forum (which I think is now in the BWFixpack).
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
Posted 24 June 2010 - 09:35 AM
I guess someone will have to dig into the Anegh mod and see which BAM is hosed. I think its main forum is on rosenranken.eu or some other German site.
Do you recall which creature or item was giving you this message a few sessions back?ASSERTION FAILED! File: ObjAnimation.cpp Line: 23887 Exp: bAttackProb[0] == TRUE || bAttackProb[1] == TRUE || bAttackProb[2] == TRUEIt means a weapon has invalid overhead/backhand/thrust animation values (and is probably unrelated to the corrupted BAM issue). The other time I've seen it recently is with Osmadi's equipped club from DSotSC but I posted a fix for that in the DS forum (which I think is now in the BWFixpack).
Edited by Inaia, 24 June 2010 - 09:41 AM.
Posted 24 June 2010 - 04:31 PM
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
Posted 24 June 2010 - 05:31 PM
Edited by Inaia, 24 June 2010 - 05:39 PM.
Posted 24 June 2010 - 06:47 PM
I guess someone will have to dig into the Anegh mod and see which BAM is hosed. I think its main forum is on rosenranken.eu or some other German site.
Do you recall which creature or item was giving you this message a few sessions back?ASSERTION FAILED! File: ObjAnimation.cpp Line: 23887 Exp: bAttackProb[0] == TRUE || bAttackProb[1] == TRUE || bAttackProb[2] == TRUEIt means a weapon has invalid overhead/backhand/thrust animation values (and is probably unrelated to the corrupted BAM issue). The other time I've seen it recently is with Osmadi's equipped club from DSotSC but I posted a fix for that in the DS forum (which I think is now in the BWFixpack).
That error was given when I was attempting to enter the floating castle in whichever mod comes after the Irenicus fight. Seems to be about Cyric and a graying of the world, since he's absorbing the world's power. You return to Candlekeep, go to (Icewind Dale?) and fight a bunch of demons, return to Suldanesselar, then go to a new map and eventually wind up being teleported to a floating castle. When I'd try to enter the castle, it would get stuck at 100% Loading. More details on this available at my post here ---> http://www.shsforums...post__p__490561
CreateCreature("DDPLOTA4",[977.249],0) // Manifest Shadow CreateCreature("DDmanarc",[940.217],0) // Manifest Archer CreateCreature("DDmanarc",[1033.249],0) // Manifest Archer CreateCreature("DDmanpea",[608.393],3) // Manifest Peasant CreateCreature("DDmanpea",[488.432],4) // Manifest Peasant CreateCreature("DDmanpea",[517.465],5) // Manifest Peasant CreateCreature("DDmanpea",[545.415],14) // Manifest Peasant CreateCreature("DDmanpea",[428.433],15) // Manifest Peasant CreateCreature("DDmanpea",[1105.578],0) // Manifest Peasant CreateCreature("DDmanpea",[938.584],1) // Manifest Peasant CreateCreature("DDmanpea",[896.718],13) // Manifest Peasant CreateCreature("DDmanpea",[1027.720],3) // Manifest Peasant CreateCreature("DDmanpea",[926.800],4) // Manifest Peasant CreateCreature("DDmanpea",[789.595],5) // Manifest Peasant
Edited by Hoppy, 24 June 2010 - 08:11 PM.
Posted 24 June 2010 - 09:56 PM
Edited by Inaia, 24 June 2010 - 11:20 PM.
Posted 24 June 2010 - 11:42 PM
Well, the problem is its weapon ddmansh2.itm. Where do we begin with this. The main problem is it has an undefined animation sequence. The 3 fields in the extended header for melee animation (overhand, backhand and thrust) should add up to 100 - currently they're all zero as I suspected. I would just set the overhand to 100. But it's not really a melee weapon, is it - it's coded as a "bow" (the creature is an archer after all). So that header should probably be projectile instead of melee, ranged damage (the range is set to 20 which DLTCEP reports as invalid for a "melee" weapon). It needs the two-handed flag set and the magic flag might as well be set, since the magic level and damage bonus are both 5. On top of that, one of the equipped effects (colour by RGB) is set to permanent - should be "while equipped" as should all equipped effects. This is most likely what's causing arpo27 to crash - not sure about the other areas.CreateCreature("DDmanarc") // Manifest Archer: Doesn't spawn; freezes BG2 upon pressing ENTER after entering the command. Requires Ctrl+Alt+Del to close BG2.
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
Posted 25 June 2010 - 12:03 AM
Edited by Inaia, 25 June 2010 - 12:11 AM.
Posted 25 June 2010 - 12:40 AM
Edited by Miloch, 25 June 2010 - 12:42 AM.
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
Posted 25 June 2010 - 08:53 AM
Edited by Inaia, 25 June 2010 - 10:03 AM.
Posted 25 June 2010 - 10:50 AM
Well, that spiel was mainly for Hoppy so he can change it... assuming he understands it . The only thing I think that *needs* to be changed to avoid the crash is the weapon animation (set "overhead" to 100) which is easy enough to fix in either DLTCEP or Near Infinity. If he doesn't get to it, I'll do it eventually. I am surprised that wasn't caught before either, because it makes the area pretty much unreachable, and should also be 100% reproduceable unless someone changes the weapons. Edit: actually it might only happen if those guys get BG1 animations, such as from Infinity Animations, but it's still a bug in the weapons, and DLTCEP will report it as such.
I did write a scanner that goes through and fixes these kinds of problems. There's several other weapons like that, though none in the TDD space that I see offhand, except ddrave06.itm, which, oddly, is a potion coded as a mace (with an invalid melee header animation). Not sure if that's even used though.
It is easy enough to add mods one at a time if you want to test them - you don't need the BWS for that. Just make a BGT install with the patches, and maybe minimal mods (though sometimes even the base ones like Fixpack change). Then keep that on an external disk, DVD or just a separate folder and you can copy it, add SoS, test that, copy it again, add TDD, etc. Doesn't usually take long at all to install a mod or two.
Posted 25 June 2010 - 02:10 PM
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
Posted 25 June 2010 - 02:18 PM
Edited by Inaia, 25 June 2010 - 02:25 PM.
Posted 25 June 2010 - 02:28 PM
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
Posted 19 September 2010 - 01:07 PM
Well, that spiel was mainly for Hoppy so he can change it... assuming he understands it . The only thing I think that *needs* to be changed to avoid the crash is the weapon animation (set "overhead" to 100) which is easy enough to fix in either DLTCEP or Near Infinity. If he doesn't get to it, I'll do it eventually. I am surprised that wasn't caught before either, because it makes the area pretty much unreachable, and should also be 100% reproduceable unless someone changes the weapons. Edit: actually it might only happen if those guys get BG1 animations, such as from Infinity Animations, but it's still a bug in the weapons, and DLTCEP will report it as such.
I did write a scanner that goes through and fixes these kinds of problems. There's several other weapons like that, though none in the TDD space that I see offhand, except ddrave06.itm, which, oddly, is a potion coded as a mace (with an invalid melee header animation). Not sure if that's even used though.
It is easy enough to add mods one at a time if you want to test them - you don't need the BWS for that. Just make a BGT install with the patches, and maybe minimal mods (though sometimes even the base ones like Fixpack change). Then keep that on an external disk, DVD or just a separate folder and you can copy it, add SoS, test that, copy it again, add TDD, etc. Doesn't usually take long at all to install a mod or two.