 |
 |
 |
|
 |
 |
 |
|
 |
 |
|
1 2 3 4 | Next 10 events »| All Messages |
|
|
03:08:57 6 September 2010 |
|
{imperialreign}
Звуковой Шаман (Resident)
 On forum: 10/29/2008
Messages: 3075
|
Odd CTD
Yerp, got another one I can't seem to circumvent, and can't pinpoint what's cuasing it, either.
stack trace:
0023:0040D025 XR_3DA.exe, CEnvAmbient::get_rnd_sound_time()
0023:7566206C iertutil.dll
0023:03D21D30 xrGame.dll
As of now, it only occurs in Stancia 1 and Sarcophagus . . . I can't get anymore than 5 minutes into the sarco before hitting this wall - I'm starting to believe this is some sort of timed-out error . . .
Running a minimal setup - SWO3+AAOv1.8
My first thought was that it was related to AAO . . . even though I never encountered this error during playtesting (nor playtesting compatibility with SWO3 or DW) . . . but, double checking all AAO configs and everything is fine. As well, if there was an issue within any of the weather sections, it would casue a CTD upon initial game startup - not at some random point in time after loading a saved game.
I had then thought it was related to the monolith call within the sarcophagus, and had attempted to adjust the timer there, and double check the sound_theme.script - all's well. It wasn't until I started fiddling around in Stancia1 that I noticed this problem there as well, so it couldn't be related to a config script and ph executions.
My only other thought was that it was possibly something corrupt within the saved game itself - so I went back to an earlier save (furthest being 10 in-game days prior to noticing this CTD) . . . then made a rush through AW, RF, Pri . . . only to discover the error is still there, leading me to believe it's probably not an issue with the save. I haven't yet tried a new game and speed through to these areas (which is next on my agenda) . . .
Any thoughts, guys? Only other conclusion I have would be excessive use/abuse of the weather speed-up function (provided via SWO3/DW). This isn't anything critical or requiring immediate attention, as I'm mearly doing some playtesting and taking sound samples. I'm just wanting to make 100% sure it's not an AAO issue - and if it is, get to the root of it so I can get a patch out.
{Frozen Sky mod for Shadow of Chernobyl - WIP}
http://www.moddb.com/mods/frozen-sky
{SoC Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=16655&sec_id=16
{CS Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19653&sec_id=22
{CoP Ambient Audio Overhaul thread}
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=704&sec_id=18
FRIENDLY ZOMBIE
http://www.youtube.com/watch?v=fY824sqVSfA
WE'RE NOT MUTATION, WE ARE EVOLUTION.
|
15:55:51 6 September 2010 |
|
{imperialreign}
Звуковой Шаман (Resident)
 On forum: 10/29/2008
 Message edited by: {imperialreign} 09/06/2010 15:59:26
Messages: 3075
|
---QUOTATION--- Is it possible to revert back to vanilla ambient sounds and retest? ---END QUOTATION---
I'll give it a shot, although I don't believe it'll make too much of a difference in the sounds themselves . . . although the configs might
---QUOTATION--- Dunno but I'd suspect something in env_ambient.ltx being outside of the range that the game can handle...
Is the problem reproducible? ---END QUOTATION---
That was one of my first thoughts, too - but double checking everything seems fine . . . unless the engine loaded them wrong at some point . . .
As to being reproducible - yes and no. I mean, it'll happen at some random interval in Stancia1 and Sarcophagus. I haven't had it happen in any other map, yet . . . and, I can't pin it down to any one specific sequence or sound or otherwise. It just happens whenever - especially in Stancia1 . . . I've gone anywhere from 5 minutes to 20 minutes there before it happens. In the sarcophagus, though, it happens within 5 minutes, but it's not consistent.
Either way - I'm assuming by it being a stack trace error that the problem is more than likely going to reside in some kind of error introduced by a script - that is, I get the impression that some kind of infinite loop is being introduced which is what's causing the overflow/out-of-memory issue. But, this could just be me talking out my ass, too. The game doesn't bog down at all (like it typically would by such a loop) before CTD.
{Frozen Sky mod for Shadow of Chernobyl - WIP}
http://www.moddb.com/mods/frozen-sky
{SoC Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=16655&sec_id=16
{CS Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19653&sec_id=22
{CoP Ambient Audio Overhaul thread}
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=704&sec_id=18
FRIENDLY ZOMBIE
http://www.youtube.com/watch?v=fY824sqVSfA
WE'RE NOT MUTATION, WE ARE EVOLUTION.
|
06:35:28 7 September 2010 |
|
{imperialreign}
Звуковой Шаман (Resident)
 On forum: 10/29/2008
Messages: 3075
|
Sorry for the double post . . .
nandersen - I think I might be on to what has introduced the issue . . .
I scrapped the gamedata folder entirelly, and went back to a full vanilla loadout. No problems at all - the CTD has completely gone away.
So . . . I created a new gamedata folder and installed what I assumed was the most likely culprit: AAO. Only with vanilla compatibility . . . oddly enough, the problem doesn't exist at all . . .
But, if I patch AAO to SWO3 or DW, it resumes . . . the least common denominator here would have to revolve around the DW engine - either the script itself, or possibly an error introduced with the ambient_env extensions and/or the script handling them (which is, IMHO, where the problem probably lies, more-so than within the actual l_w.script).
As of now, still, the only maps that appear to have this problem seem to be Stancia1 and Sarcophagus . . .
Any ideas? I'm wondering if the game engine might be trying to cache too many sounds during a transition . . . but, at the same time, the ambient_env configs for stancia1 and sarcof are actually fairly light - especially when compared against those of Pripyat or Red Forest, or X18 or agro_ugrnd . . .
{Frozen Sky mod for Shadow of Chernobyl - WIP}
http://www.moddb.com/mods/frozen-sky
{SoC Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=16655&sec_id=16
{CS Ambient Audio Overhaul feedback thread}
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19653&sec_id=22
{CoP Ambient Audio Overhaul thread}
https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=704&sec_id=18
FRIENDLY ZOMBIE
http://www.youtube.com/watch?v=fY824sqVSfA
WE'RE NOT MUTATION, WE ARE EVOLUTION.
|
|
1 2 3 4 | Next 10 events »| All Messages |
|
|
|
» » |
|
All short dates are in Month-Day-Year format. |
 |
|
 |
|
|
|
 |
 |
 |