Spell Pack Causes CTD |
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Spell Pack Causes CTD |
Nov 13 2012, 11:43 AM
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#1
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Forum Member Posts: 58 Joined: 11-January 05 |
CTD when fighting Beholders:
CODE [Mon 12 Nov 2012 21:07:27] ASSERTION FAILED! Return Address: 0x940CB5 File: ObjCreatureAI.cpp Line: 19722 Expression: FALSE Message: (null) Tracked it down to SpellPack, it was one of the casting effects on SPIN986 (beholder_cause_wounds). Removing the casting effects fixed the CTD. Altered in components 1405, 1517, 2215, 2240. If I made an offhand guess, I'd guess the one that uses a PreTarget casting effect instead of Self (what's supposed to be used w/ Casting effects). |
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Nov 13 2012, 08:18 PM
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#2
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I was unable to reproduce this (and all targettypes are set correctly) in my own non-BWS install of SpellPack. Could you attach your version of SPIN986?
-Galactygon -------------------- |
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Nov 22 2012, 11:36 PM
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#3
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Forum Member Posts: 58 Joined: 11-January 05 |
I can't provide the file as I no longer have that install.
Even though the evidence pointed that way, I'm not so sure it was the issue after all. I'm getting a lot of crashes w/o Spellpack even installed, and with ForceSpell()from scripts. Same spell fired with Spell() or RealForceSpell() works fine. Not sure exactly what the problem is, currently. Graphics-related in some way, it appears to be. ToB-Ex running...Already tried reverting things like projectiles & casting bam's to vanilla. Probably not a system problem; the PC can handle games like Skyrim on high settings. If I sort it out I'll let you know since it indirectly influences spells (and thus spell packs). NTM playtesting of my own mod in the BWP install... Sorry for the apparently false alarm. |
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Nov 23 2012, 09:01 PM
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#4
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Thanks for letting me know. Hopefully BG(2):EE will provide a more reliable engine to mitigate or even eliminate these random crashes.
-Galactygon -------------------- |
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Dec 4 2012, 04:24 AM
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#5
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Forum Member Posts: 58 Joined: 11-January 05 |
I rescinded the claim on the CTD involving chant, but I have noticed something else w/ it. It's currently puttting a heap of repeat Extended effects on the PC's. This you can probably see on a local GAM file; if not I can provide one.
I highly suggest making its effects another custom secondary school, so you can remove it all easily/effectively. Or, if you know of another way, something equal in scope. On the plus side, I wouldn't even bother complaining about it if I didn't really like your ideas for making it more realistic. I just wouldn't use it. |
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Dec 4 2012, 11:01 PM
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#6
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I rescinded the claim on the CTD involving chant, but I have noticed something else w/ it. It's currently puttting a heap of repeat Extended effects on the PC's. This you can probably see on a local GAM file; if not I can provide one. I highly suggest making its effects another custom secondary school, so you can remove it all easily/effectively. Or, if you know of another way, something equal in scope. I was a bit hesitant to use sectypes because the hardcoded limit of 255 sectypes will quickly be filled. Instead I used combinations of a staggered self-casting 146 with a 206 coming in when I wanted the chanting to be purged. At the same time, two area effect spells are launched each second both having about 25 effects each, much of which is opcode 8. I haven't experienced slowdowns because of my much smaller installs, but if you do, then this is something I will have to take a closer look. On the plus side, I wouldn't even bother complaining about it if I didn't really like your ideas for making it more realistic. I just wouldn't use it. As much as I like realism, utility comes first. I need and appreciate outside scrutiny for what I do. -Galactygon -------------------- |
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Dec 16 2012, 07:35 AM
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#7
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Forum Member Posts: 1 Joined: 16-December 12 |
CTD when fighting Beholders: CODE [Mon 12 Nov 2012 21:07:27] ASSERTION FAILED! Return Address: 0x940CB5 File: ObjCreatureAI.cpp Line: 19722 Expression: FALSE Message: (null) Tracked it down to SpellPack, it was one of the casting effects on SPIN986 (beholder_cause_wounds). Removing the casting effects fixed the CTD. Altered in components 1405, 1517, 2215, 2240. If I made an offhand guess, I'd guess the one that uses a PreTarget casting effect instead of Self (what's supposed to be used w/ Casting effects). Hi, I seem to have this exact issue too. I'm fighting the beholder in the Secret of BoneHill mod, and I'm getting the same CTD with the same ObjCreatureAI.cpp line every time. I'm completely new to BG modding so I have no idea how to fix this, could you please help with resolving this somehow? Thanks! |
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Dec 18 2012, 09:01 PM
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#8
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I will give you the same response as I did Horred: could you please attach your version of SPIN986.spl? It's either in the override folder or if it's biffed, you will have to use a tool like NI or DLTCEP to extract SPIN986.spl.
-Galactygon -------------------- |
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