Author
|
Topic: Quick question
|
BigPoppaVej Knight

Posts: 98 From: Ottawa, Ontario, Canada Registered: Jan 2002 |
posted 22 April 2002 15:02
Hey, I thought I had the red dragon working perfectly. I've actually even got all the offsets done now so he is in the right spot on the screen. I went out to go fight with him and he fought for a while then got this:Unhandled Exception Access_Violation (c0000005) Just want to know if anyone has an idea what this error could mean. Could it be that the grizzly's get hit animation was 40 frames and the dragons is 48? Do I have to replace the .cof file to one with more frames in it? Same with the S1 animation the grizzly's is 152 and Dragons is 168. If I do have to replace these any suggestions on which ones to replace them with?

|
darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 22 April 2002 17:23
yeah i had that same error last night doing almost the same thing with the dragon. I was able to fix it by editing the cof files. if you replace the cof with another you must have the same # of frames or larger. i used the zombie cofs. hope this helps

|
BigPoppaVej Knight

Posts: 98 From: Ottawa, Ontario, Canada Registered: Jan 2002 |
posted 22 April 2002 19:08
Ok, I found a .cof for s1 and a .cof for gh that both had more frames than his animations. Now I'm getting the following error after he fights for a little while:Assertion Failure Location: D2CMP\SRC\FastCmp.cpp, line #1514 Expression: dwStride >= pCel-> dwWidth any ideas? I used the cof for 5ptrlitghhth.dcc and the cof for ahtrlits1hth.dcc. Can someone please help me out here? ------------------ Stupidity should be painful

|
Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 22 April 2002 19:42
YOu need to edit animdata for the frames.------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

|
BigPoppaVej Knight

Posts: 98 From: Ottawa, Ontario, Canada Registered: Jan 2002 |
posted 22 April 2002 23:26
already did that Apoc, and double checked it and triple checked it, all those values are right.------------------ Stupidity should be painful

|
BigPoppaVej Knight

Posts: 98 From: Ottawa, Ontario, Canada Registered: Jan 2002 |
posted 23 April 2002 22:18
*bump* Any other ideas guys?------------------ Stupidity should be painful

|
BigPoppaVej Knight

Posts: 98 From: Ottawa, Ontario, Canada Registered: Jan 2002 |
posted 24 April 2002 11:11
Ok now this is really confusing me. I took out my replacement .cof files, I removed frames from the dragons animation to make it equal or less to the amount of frames in the grizzlies animation. I re-hex'd those values in animdata.d2 to the appropriate values and I am still getting:Unhandled Exception Access_Violation (c0000005) I'm now utterly confused. Any ideas anyone? -The A1 animation is 104 frames, (same as grizzly) and in the hex I have it set as 0D. -The A2 animation is 104 frames, (same as grizzly) and in the hex I have it set as 0D. -The DT animation is 88 frames, (less than grizzly) and in the hex I have it set as 0B. -The GH animation is 24 frames after I took some out, (less than grizzly) and in the hex I have it set as 03. -The NU animation is 64 frames, (less than grizzly) and in the hex I have it set as 08. -The S1 animation is 152 frames after I removed frames, (Same as grizzly) and in the hex I have it set as 13. -The WL animation is 96 frames, (less than grizzly) and in the hex I have it set as 0C. I don't see any problems with these changes in animdata.d2, but I suppose I could be wrong. ------------------ Stupidity should be painful [This message has been edited by BigPoppaVej (edited 24 April 2002).]

|
Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 24 April 2002 13:29
Post your D2Log File(don't post it on the forums, upload it somewhere else and link it here since the D2Log files are really long). That should say something about where the error occurred.------------------ Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

|
BigPoppaVej Knight

Posts: 98 From: Ottawa, Ontario, Canada Registered: Jan 2002 |
posted 24 April 2002 13:47
Ok I've posted the log file up at http://www.storm.ca/~andrep/ffmodA little update on the situation, previously I thought it was the GH animation that was messing up, but now it seems as though it is the A2 animation. I've come to this conclusion by going into monstats.txt and setting ModeGH to 0, when he got hit he would dissapear but wouldn't crash, the game would still crash at other times though. I set it back to 1 and set ModeA2 to 0, every time he did his A2 he dissapeared, and for the first time I made it through the whole DoE without crashing. I then decided to replace the A2 animations with the A1 animations and set ModeA2 back to 1, sure enough I crashed in the DoE. I'm setting ModeA2 back to 0 and going to run through it a few more time to see if it was coincidence or not. Edit: Went through the DoE multiple times with no crash. Went to a more populated area (Cow Lvl) also with no crash. Looks like it's A2, I don't understand why it would be crashing, it has same settings as A1 and still crashed after replacing the A2 animation with the A1 animation. Any ideas? ------------------ Stupidity should be painful [This message has been edited by BigPoppaVej (edited 24 April 2002).] [This message has been edited by BigPoppaVej (edited 24 April 2002).]

|
BigPoppaVej Knight

Posts: 98 From: Ottawa, Ontario, Canada Registered: Jan 2002 |
posted 27 April 2002 07:24
*bump*------------------ Stupidity should be painful

|
RicFaith Moderator
   
Posts: 2735 From: Singapore Registered: Aug 2001 |
posted 27 April 2002 08:22
I don't recommend using object COFs (5p is a door or something), try sticking to monster anims. If all else fails, make the number of frames MATCH the number of the frames of the monster you're replacing.------------------ 2B or not 2B, it all depends on your preference of pencil. ~BG Mod [Download]~

|
Har'lea'quinn Honorary Warlord
   
Posts: 323 From: The 6th Age Registered: Jan 2002 |
posted 27 April 2002 09:12
I agree with what Ric just posted...I had to match the frames to get neutral and run animations to work right for a megademon to werewolf replacement.------------------ To ask well, to answer rightly, Are the marks of a wise man: Men must speak of men's deeds, What happens may not be hidden. -Havamal(Words of the High One)

|
mandzo Moderator
   
Posts: 658 From: Bulgaria,Sofia Registered: Aug 2001 |
posted 27 April 2002 10:22
hey can you send me the animations with the done offsets it will save me a lot of timeP.S. just upload then somewhere ------------------ Read or DIE Muahahahaha Evil Returns MOD

|