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#151 | |
Student
Join Date: Jun 2015
Location: Brazil
Posts: 116
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When I was trying to implement Akya's plugins on my level, they wouldn't work at all, and I wouldn't understand why. I have done everything right, from creating the appropriate trigger using normal NGLE, to exporting to TombIDE, etc. Turns out that this was the particular issue that was preventing them from working. I was already suspecting that it had to do with the plugin script commands, but it never ocurred to me that I had to match the plugin script command IDs with the starting numbers of the triggers themselves, depending of where they came. |
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#152 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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You are welcome.
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#153 |
Historian
Join Date: Jul 2019
Location: Italy
Posts: 320
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Hello, I want to report a possible bug in Plugin_AkyVMix02
Playing The Witch's Tea Party by Klona and trying to load savegames created by other users, my game crashes to desktop, and in the log I read the reason of the crash is Plugin_AkyVMix02 We all play the same game version because it was never updated (yet) This is the log: Code:
Version=1.3.0.7 Date: 2 June 2021 (11:0:34) Size=2760704 bytes CRS=Disabled Last diagnostic mexage:ERROR: Get(GET_ITEM) invalid item index (2606), outside of valid range 0 - 128 Last directX error: MEMORY CODE MAPPING: BASE START END ID PluginName (PluginVersion - TrngVersion) -------------------------------------------------------------------------------------- 10000000 10001000 1014A000 0 Tomb_NextGeneration (1.3.0.7 - 1.3.0.7) 72420000 72421000 7243F200 1 Plugin_AkyVMix01 (1.0.0.0 - 1.3.0.7) 72400000 72401000 72408000 2 Plugin_Chronicles (1.0.0.0 - 1.3.0.0) 723E0000 723E1000 723EA200 3 Plugin_Cranes (1.0.0.1 - 1.3.0.0) 72390000 72391000 723C6C00 4 Plugin_AkyVMix02 (1.0.0.0 - 1.3.0.7) 72360000 72361000 7237D200 5 Plugin_AkyVMix03 (1.0.0.0 - 1.3.0.7) 72350000 72351000 72355600 6 Plugin_Demibubble (1.0.0.0 - 1.3.0.0) 72340000 72341000 72345400 7 Plugin_ExtendedSaves (1.0.0.0 - 1.3.0.0) 72330000 72331000 72334E00 8 Plugin_Animatings (1.0.0.0 - 1.3.0.0) 722F0000 722F1000 722F6200 9 Plugin_AutomaticFov (1.1.0.1 - 1.3.0.7) 722E0000 722E1000 722E5C00 10 Plugin_FLEP (3.0.0.0 - 1.3.0.7) 72270000 72271000 72272800 11 Plugin_Crystals (1.0.0.0 - 1.3.0.0) 72260000 72261000 72265C00 12 Plugin_Subtitles (1.0.0.0 - 1.3.0.7) -------------------------------------------------------------------------------------- ............... QUICK DIAGNOSTIC LOG ............... At moment of crash the program was managing: .................................................... CRASH REASON: EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access. EXTRA_INFO: VIOLATION ON READ AT OFFSET 0xC RECOVERABLE : YES CRASH OFFSET: 0x723A6F07 (Inside offset range of Plugin_AkyVMix02) REGISTERS: EAX=0 EBX=4 ECX=0 EDX=AA0000 ESI=4 EDI=725C0FA5 EBP=BC3FE7C EIP=723A6F07 ESP=BC3FE48 Stack=0xBC3FE48 pContesto=0xBC3F968 pInfoEccezione=0xBC3F918 PRIMARY_STACK: ESP=0xBC3FE48 STACK_TRACE: 0x72438487 0x100C477B 0x448B5B 0x1007502D 0x100D1A85 0x100C43D1 0x4A6FC0 0x451EF4 0x451166 0x475155 0x49E67C <CRASH DURING STACK TRACE> END_STACK_TRACE SECONDARY_STACK: ESP=0x19B0DC STACK_TRACE: 0x460020 0x460020 0x48CC6B 0x48CACE END_STACK_TRACE OTHER_STACK: ESP=0x118AB150 STACK_TRACE: <CRASH DURING STACK TRACE> END_STACK_TRACE |
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#154 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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Hello!
Naturally I have not tested this complex environment together ever (not even knowing what the builder does). Naturally the level builder's task is also very hard to make a complex and perfect gameplay beta test with all of these plugins, even with a test team. Plus, I think it is very rare that people test other people's game saves when making a plugin or building a level. What I am trying to explain now is that there are too many plugins working here at the same time together, it is hard to find the way which is possible with all with them, and which is not. Plus, when you theoretically do that fix successfully however, then there will be another complex plugin pack later in someone else's game, and perhaps that fix will be a bug for them. In these cases (and not only for this problem, or this plugin) I only hope the level builder will find what goes wrong, and then will build differently, or skip that part. However, what I can say for "Get(GET_ITEM) invalid item index (2606), outside of valid range 0 - 128" diagnostic message (those detailed reports with entries like "CRASH OFFSET: 0x723A6F07" are useless anyway, no one knows what they mean): - 2606 is a really big item index. I suspect the builder uses a feature with an object index which should successfully transform that into that 0-128 interval. It is not 2606 everyway, because the game has a different index than the editor, but it also can be really a big one in the editor, it can be too much for that transformation. If the builder updates the game, then I suggest deleting both this object and another (not important) object with a little ID. Place the feature object again, which will be on that lower ID now, and replace the ID in the feature. Now they can place that not important object as well. - My plugin2 uses changes in saving procedures (that is why perhaps having sometimes some little troubles, in menu trigger feature, with the ring inventory plugin, which naturally also does). I don't know what Plugin_ExtendedSaves does, but I suspect that also has changes in saving procedures, which are not compatible with my plugin when you use a savegame of other people. Thanks for the report, anyway. ![]() |
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#155 |
Golden
Join Date: Oct 2009
Posts: 11,525
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It's very strange as there is no item with the ID 2606 in that specific level where the crash occurs, and that same level does not use anything from AkyVMix02 plugin.
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#156 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,778
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As I said it is not ID 2606, it is the game index, not the editor one.
![]() Is this ngle? Because it has a menu like "trep index" where you can identify the game index to the editor one. If it is not, it is also possible with trng in TE. There are trng flipeffects to transform one ID to the other one, and then display them in a variable, which you can see eg. In Diagnostics text. |
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#157 |
Historian
Join Date: Jul 2019
Location: Italy
Posts: 320
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What puzzle me most is that this crash doesn't occur for some people, despite we play the same game version and we have the same OS.
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#158 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,708
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I experienced a different issue with regards to Aky's NVARs. Sometimes when a player shares a savegame, the variables get messed up. No real way to solve it, as Aky mentioned above it's just too many plugins working off of each other.
Either way, it's good for all of us to be aware of these funny limitations ![]()
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Nothing is impossible, just impractical |
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