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Mar 22 2005, 07:24 PM
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#1
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Forum Member Posts: 27 Joined: 18-August 04 |
Well, I've given this a quick test, and I've stumbled across a bug:
Game: BG II:ToB v.2.5.26498 System: WinXP Symptom: A Pit Fiend attacking causes a CTD with the following "An Assertion Failed in ChVidImage3d.cpp at line number 899" Further Info: The Pit Fiend had been summoned by a Gate to Test/Gawp at the new animation, when I summoned something for it to fight (anything it appears), it begins its attack animation then the CTD occurs. Removing the mod removes the problem at least on a quick test. I managed to test the new fire giants (by visiting Yaga Shura's siege camp) - no problems were observed, and yes, the new animations are more fitting. If you need any more info, just let me know. Charles |
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Mar 22 2005, 07:57 PM
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#2
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Forum Member Posts: 106 Joined: 14-August 04 |
I encountered the crash on the Belhifet animation too. It seems like one attack sequence is missing or something, because he got several attacks in without a crash (although I did notice that the animation seems to skip a little when switching from an attack sequence back to standing, which is probably an unavoidable side-effect of the system).
This post has been edited by SimDing0: Mar 22 2005, 07:58 PM |
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Mar 22 2005, 11:32 PM
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#3
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
You are both right. I forgot to include the third attack sequence. Will be fixed by next patch (or V2).
Meanwhile, you could all do yourself a favour by duplicating and renaming the duplicates of the following files in the override folder of your BG2 installation: MBRHWA2 --> MBRHWA3 MBRHWA2E --> MBRHWA3E That should fix the problem. And yes, the animation skips a little, Sim. I couldn't do anything about it, but it shouldn't bother people much. -Galactygon This post has been edited by Galactygon: Mar 22 2005, 11:34 PM -------------------- |
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Mar 24 2005, 07:53 AM
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#4
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary |
While this isn't exactly a bug - and I'm not sure if it even exists - I'd like to note something.
As I gather, fire giants now use the IWD animations, which is a good thing. But what about Yaga-Shura? In his case, keeping the BG2-style avatar would be essential - one of the reasons is his portrait (clearly based on the BG2 Fire Giant avatars), and the other is the unique look of this member of the Five. -------------------- |
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Mar 24 2005, 03:07 PM
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#5
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Yes, I thought about that part. The idea I have in mindis replacing his portrait with something else.
-Galactygon -------------------- |
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Apr 1 2005, 07:17 PM
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#6
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Forum Member Posts: 27 Joined: 18-August 04 |
Got another I'm afraid,
Actually it is the same assertion failure as above, but this time it appears to be associated with Red Myconids. Charles |
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Apr 2 2005, 01:25 AM
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#7
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
You are right again - it seems I forgot to add the walking animations to the red myconids.
Fixed for the upcoming patch. -Galactygon -------------------- |
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Jul 31 2005, 01:14 PM
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#8
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Forum Member Posts: 27 Joined: 18-August 04 |
A weird thing I just encountered - for the Ravager encounter (the last pocket plane test in ToB) the ravager itself appeared as alternatively an empty 'foot circle' or as an IWD rhinocerous beetle.
Examining its creature definition with DLTCEP didn't show any reason why this should be happening. Charles |
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Aug 2 2005, 07:46 PM
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#9
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Fixed for the next patch.
-Galactygon -------------------- |
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Sep 22 2005, 06:03 PM
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#10
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I found another bug; for some reason, DEMOSUM1.cre (marilith) crashes the game. I will fix this for the next patch.
-Galactygon -------------------- |
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