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#181 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,320
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Yep, patches.dll is in there as well.
Looks like I finally found the culprit: Fix sector boundaries. ![]() I could have sworn I had already taken the patches.bin and plugin_FLEP files from a backup folder, but either I hadn't or something went wrong with those as well. Whatever, I tried those and the game played fine. I then added some of the new FLEP patches and the game crashed again. So one of the patches must have done it, right? So I removed/added patches and now whenever I tick "Fix sector boundaries" the crash happens. No idea what that patch is about exactly and I just wanted to see if it made a difference in the game, but I'm not going to use it now. (Still using NGLE + TRNG btw, if that makes a difference) *** EDIT *** And now I'm back where I started: "Fix Lara's backstep down animation" makes the game crash when Lara is about to perform the backstep down with her right foot. Crashreport says this: Code:
............... QUICK DIAGNOSTIC LOG ............... At moment of crash the program was managing: (Collision Structure of Lara) (Item Structure of ngle Index=0 (slot=0 room=170)) (Collision Structure of Lara) *** EDIT 2*** Whenever I use the patches.dll from my backup folder, the game runs fine. "Back step fix" crashes the game when doing the backstep, and wibbly rooms and wibbly objects crash the game on startup. According to previous suggestions, I updated the patches.dll with the one included in the latest download. Result: game crashes, also when not having one of these patches enabled. Got my game running the way it is now with older patches.dll, so going to leave it like this. But I figured I'd mention it anyway.
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 04-06-23 at 22:45. |
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#182 |
Explorer
Join Date: Dec 2017
Location: I am female
Posts: 524
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Is this line in the log?
Code:
CRASH OFFSET: 0x914000 (Outside of all tomb4, trng or plugin engines. Probably windows APIs) |
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#183 | ||
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,320
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^
Yes, it is. Quote:
Quote:
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If it walks like a duck and if it quacks like a duck, it is a duck. Last edited by Titak; 04-06-23 at 22:47. |
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#184 |
Explorer
Join Date: Dec 2017
Location: I am female
Posts: 524
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I will make a debug version of the plugin, so we will know why it is refusing to work.
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#185 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,320
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^
If you need any files from my end, just let me know. ![]() For now I'm really happy my game runs again. ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#186 |
Archaeologist
Join Date: Feb 2006
Location: Irvine, California
Posts: 1,506
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Haha... is it?
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Archaeologist in Irvine, California |
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#187 |
Historian
Join Date: Aug 2010
Location: Germany, Cologne
Posts: 444
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It kind of simulates underwater waves with wibbling walls. If you also tick "Wibble Objects" also objects will be affected and "wibble".
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#188 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,320
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Btw, some patches make more than one appearance in FLEP.
Like "Crawlspace Pickup" for example. It there a difference between those two?
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#189 |
Explorer
Join Date: Dec 2017
Location: I am female
Posts: 524
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Sometimes if a patch has a bug or lacks a feature, then instead of replacing the old patch a new one is added. The replacement of a patch can make the preset update inconsistent for the people that are using it.
About the crawlspace pickup patches, any can be used, but the new one also allows the customization of pickup frame. |
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#190 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,320
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I tend to use the version that is further down the list, so the newer versions. ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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