20-07-12, 20:01 | #9641 |
Member
Joined: Jul 2007
Posts: 5,494
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Hey all!
I have a serious problem, and don't know how to fix it. So, if I reach the 75th room or so, the game crashes at the loading. If I delete the 75th and above rooms, then no problems. I'm using NGLE + TRNG, but don't know it is TRNG related stuff. The Last_Crash says: Code:
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 0x7E5C242E RECOVERABLE : YES CRASH OFFSET: 0x4134D5 REGISTERS: EAX=3ABED90 EBX=FF180800 ECX=7E5C2428 EDX=0 ESI=FFFF00FF EDI=0 EBP=94 EIP=4134D5 ESP=4B4FF14 DYNAMIC POINTER LIST: ------------------------------------------ 00000017:Camera_Room 00000001:Camera_TargetRoom 0013FF4C:BaseSalvaStack1 04B4FFB4:BaseSalvaStack2 0362FFB0:BaseSalvaStack3 ------------------------------------------ MEMORY USAGE ------------------------------------------ VetNemiciPunta memory <EMPTY: never used> StructEnemyArray memory <EMPTY: never used> ZonaFXBulbNemici memory <EMPTY: never used> VettorePerFogBulb memory <EMPTY: never used> ZonaDynamicLights memory is full at 6.12 (Used 0xBC bytes) ZonaSceneMemory memory is full at 16.30 (Used 0x454B4 bytes) VetEditObjects memory is full at 30.77 (Used 0x814 bytes) Mex_savegame_Argd memory is full at 3.13 (Used 0x8 bytes) ZonaParticelle memory <EMPTY: never used> ZonaGameStruttureMesh memory is full at 0.99 (Used 0xF2CC bytes) ZonaPuntatoriGameStruttureMesh memory is full at 0.29 (Used 0x484 bytes) VetMexNomiWav memory is full at 99.66 (Used 0x3FC8 bytes) ZonaFogBulbs memory is full at 5.74 (Used 0x194 bytes) ZonaDebris memory <EMPTY: never used> ZonaItemInStanza memory <EMPTY: never used> ZonaUsataPerFireSpark memory <EMPTY: never used> ZonaDiSmokeSpark memory <EMPTY: never used> ZonaRecordGunShell memory <EMPTY: never used> ZonaQuattroSample memory <EMPTY: never used> RecordSpriteSangue memory <EMPTY: never used> RecordSpriteEsplosione memory <EMPTY: never used> SpritePerFuoco memory is full at 6.05 (Used 0x7C bytes) ZonaTextureAnimate memory <EMPTY: never used> SaveGame_220_DatiMoveables memory <EMPTY: never used> VettoreAttivaFlipMaps memory <EMPTY: never used> VettoreFlagFlipMaps memory <EMPTY: never used> ZonaFlyCameras memory is full at 7.40 (Used 0x5EC bytes) VetByteFlyCamera memory <EMPTY: never used> VetFlyCameraByteAltro memory <EMPTY: never used> VetItemCombinabili memory is full at 24.78 (Used 0xE4 bytes) Ptr_MemBufferLivello memory is full at 43.28 (Used 0x841754 bytes) ------------------------------------------ Lara: x=-1835275 y=607076113 z=-1140193106 StateId=65023 NextId=1631 AnimNow=14960 Room=15904 Stack=0x4B4FF14 pContesto=0x4B4FC48 pInfoEccezione=0x4B4FC2C PRIMARY_STACK: ESP=0x4B4FF14 STACK_TRACE: 0x453A77 0x4742A3 0x491BFF 0x48F8AE 0x491C05 0x4748EB 0x49E67C 0x49DF08 0x49E61D END_STACK_TRACE SECONDARY_STACK: ESP=0x13B12C STACK_TRACE: 0x44005C 0x460046 0x43004F 0x45004D 0x410050 0x480054 0x44005C 0x45004D 0x410050 0x480054 0x49005C 0x460020 0x4A6FE0 0x48D2F2 0x4A6FE0 0x4A6FE0 0x4A6FE0 0x4A6FE0 0x4A6FE0 0x4A6FE0 0x4A6FE0 0x4A6FE0 0x48CC6B 0x48CACE 0x49F26B END_STACK_TRACE OTHER_STACK: ESP=0x362B190 STACK_TRACE: <CRASH DURING STACK TRACE> END_STACK_TRACE |
22-07-12, 01:45 | #9642 |
Member
Joined: Apr 2009
Posts: 3,753
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Quick question...
Can I get the spike sounds to occur underwater? And don't skip Roli's question above mine |
22-07-12, 06:54 | #9643 |
Member
Joined: Dec 2009
Posts: 5,152
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Roli, are you using any trap doors?
H-Friend: No idea about the spike sounds underwater. I thought the sound was made always... then again the spikes aren't usually meant for underwater. xP |
22-07-12, 09:01 | #9644 |
Member
Joined: Jul 2007
Posts: 5,494
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OK, my problem solved: there was some "objects" that the TRLE don't like. So i deleted them from the map, now everything works very well!
Thank you so much anyway! Btw I'm not sure in the underwater spike sound :S But if you open the wadmerger, and use the animation editor with the spikes, then maybe you could change the sound to play it 'always'. Not only in dry rooms. But just an idea, I'm not sure it is possible. Last edited by -Roli-; 22-07-12 at 09:03. |
22-07-12, 15:32 | #9645 |
Member
Joined: May 2012
Posts: 1,126
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hello friend, I think Titak used those sounds underwater in MoA, not sure if there were sounds, but I saw some spikes going to get one of the secrets
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22-07-12, 19:20 | #9646 |
Moderator
Joined: Jul 2003
Posts: 33,359
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No sounds underwater as far as the teethspikes are concerned, as far as I know.
Some objects seem to be hardcoded that way, that no sound is audible when Lara is underwater. One thing you could try is to make an invisibly textured object in an animating slot, give it the same number of frames as it takes the teethspikes to go up and down and assign the teethspikes sound to that object. Place it underwater and trigger it. See if the sound is audible then. |
23-07-12, 23:12 | #9647 |
Member
Joined: Aug 2011
Posts: 599
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How do you re-apply Magenta to a texture to have it become Transparent in game?
For some reason, a few textures I downloaded to use in my level from past official levels that have transparent parts show up in TBuilder as just black areas and not Magenta ones...so how do I correct this? |
24-07-12, 06:22 | #9648 | |
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Joined: Apr 2012
Posts: 5,555
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24-07-12, 15:58 | #9649 |
Member
Joined: Jun 2009
Posts: 1,014
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I have strange problem, in metasequia i dont have option " Snap to Grid " , in this tutorial ( http://www.skribblerz.com/tuts/metadhama2.htm ) this option exist, but not in my software. I tried to download other versions but the same.
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24-07-12, 16:45 | #9650 | |
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Joined: Oct 2006
Posts: 2,372
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