Author
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Topic: Problem in Act 3
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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 07 April 2002 17:41
Okay, I finished my 'hidden' from Diablo 1 and they work great. I tested them in Act 1, work fine. I put one of them in Act 2 and they worked there. However, when I put them in Act 3, they crash with either an error in mos1litnuhth or mos1litwlhth for some reason. This happens if I put them in the 6 temples. If I put them in the sewers, they give me an error in the CelsPerDirection error(I'll get the full error later but it's alreayd a common one). How come this only happens in Act 3? They work fine in Act1, Act2, Act 5(never tried Act 4 yet). Any ideas?Edit: in the sewers, I get this error: Assertion Failure Location : C:\Projects\Diablo2\Source\D2Client\UNIT\CUnit.cpp, line #1436 Expression : (UINT)nAnimFrame <= tCelContext.dwCelsPerDirection [This message has been edited by Apocalypse Demon (edited 07 April 2002).]

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Paul Siramy WarLord
  
Posts: 186 From: Gannat, France Registered: Mar 2002 |
posted 07 April 2002 19:29
Just a tought, I don't think it as something to do but just in case : was it because the temple and sewer are "indoor" levels ?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 07 April 2002 19:38
Don't think that's the problem. My other 'hidden' are in the tombs and Halls of Pain and they don't crash there(they work perfectly). See:www.mancy.net/~apoc_demon/hidden.jpg

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 07 April 2002 19:39
Okay, don't get angry at me for not editing my post but it doesn't show up(due to the forum bug). Anyways, the link is supposed to be:www.mancy.net/~apoc_demon/hidden1.jpg www.mancy.net/~apoc_demon/hidden2.jpg www.mancy.net/~apoc_demon/hidden3.jpg www.mancy.net/~apoc_demon/hidden4.jpg www.mancy.net/~apoc_demon/hidden5.jpg

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Paul Siramy WarLord
  
Posts: 186 From: Gannat, France Registered: Mar 2002 |
posted 08 April 2002 02:27
When you edited the d2anim.dat (or something like that), have you modify a byte which were not of the fallen ?The original fallen have some weapons variations, does the game try to use one with your hidden ? Does the game crash when you put a real fallen in act 3 ? That's the only things to check I'm thinking of right now.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 08 April 2002 05:45
"When you edited the d2anim.dat (or something like that), have you modify a byte which were not of the fallen ?"It wasn't of the fallen. It's the hidden from Diablo 1 that is replacing the mosquito. And if I edited an incorrect byte, then all variations of the monster won't work but in my case, only in Act 3 they don't work. "The original fallen have some weapons variations, does the game try to use one with your hidden ?" I did not replace the fallen, I replaced the mosquito.

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Paul Siramy WarLord
  
Posts: 186 From: Gannat, France Registered: Mar 2002 |
posted 08 April 2002 11:54
Sorry for all my misunderstandings. Well, I have no other ideas, it does not make sense to me that the monster crash in a particulary act, and not in the others.... except maybe ... is it this monster that you have put so many frames in it ? Maybe you put too much, and you overlapped some memory with it. But I really don't think the problem is that.

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 09 April 2002 01:36
Hey Apocalypse, You may remember a while back i had this problem when converting the Stormriders, I put them in bloodmoors act1, playtested & set the offsets till everything was just fine (spawned in groups of 15 or so using the zakarumpriest token, they'd cast lightning/blizzard/teleport to their heart's content). When i actually spawned them in Travincal i kept getting crashes for some unknown reason, i couldn't work out what difference the area could make to the conversion. What i did do in the end was change the structure of the conversion. Originally it was made by using cof files and editing the animdata to compensate for framecount differences. After getting nowhere with that i changed the framecounts to exactly match that of the zakarumpriest and it never crashed again, i believe it was something to do with sequences, although i had edited the animdata for framecounts it still seemed to get so far into a sequence and just crash. And yes, the crashes i had were Celsperdirection like you mentioned. I can't give you the exact cause but i can offer you the solution, if you do work it out in the future i would like to know

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RexxLaww Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 09 April 2002 10:30
im having the same problems with BloodKnights in the Sewers.  ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 09 April 2002 17:02
There, I fixed my problem. It was an issue with the s1wl and s1nu animations(the special1).

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RexxLaww Moderator
   
Posts: 1158 From: USA Registered: Mar 2001 |
posted 09 April 2002 21:41
quote: Originally posted by Apocalypse Demon: There, I fixed my problem. It was an issue with the s1wl and s1nu animations(the special1).
Ahem... So what did you do specifically? ------------------ The frost. Sometimes it makes the blade stick. Darkness Weaves The UTC Project

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 09 April 2002 21:55
Okay, before I had replaced the wings files of the mosquitos(which were annoying and not needed) with blank 1 frame per direction animations. However, that's what was causing me the crashes in act 3. The wing animation that corresponds to a certain state must have the same frame count as that state animation. Example, we have these two:motrlita1hth <- attack1 animation of mosquito mos1lita1hth <- wings overlay for mosquito They both have to be the same frame count(which I made all of wing animation 1 empty frame per direction) which was causing me the problems. So, for the wing animation for the walking animation, it has to be the same frame count as the walking animation itself. Do that for all of the wings animations and it should work. Not sure if that's what's wrong with yours but probably.

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 09 April 2002 22:30
That would undoubtably be a general rule for all multipart animations. After all, an entry in AnimData.D2 has one frame-count byte (or dword?), and a COF file has one frame count byte. Also the layer table in a COF file is X files by Y frames in size. So all of the DCCs that are assembled together to make that animation (including overlays) would have to have matching frame counts.One good check would be to look in my DCC table, compare to the COF table and see if you find any cases where all the frame counts are not equal. [Memo to self: make all future references to null files be 1x1 pixels by N frames long.] ------------------ “It is an old maxim of mine that when you have excluded the impossible, whatever remains, however improbable, must be the truth.” -- Sherlock Holmes

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 11 April 2002 09:11
quote: Originally posted by Apocalypse Demon: Okay, before I had replaced the wings files of the mosquitos(which were annoying and not needed) with blank 1 frame per direction animations. However, that's what was causing me the crashes in act 3.
Hey Apocalypse, didn't think it would take you long to solve it, but i'm still wondering why this would cause you to get crashes only in Act3, unless you had a different dcc for each act (unlikely!) why would the differing framecounts for motrlita1hth and mos1lita1hth only crash beyond Act2? Anyway, well done!

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 11 April 2002 09:25
Not too sure exactly. Really have no clue. Is there something that differs from act 3 than in other acts(like animations, pallettes, etc). Actually, the act 3 pallette is different than the act 2 one but that is irrelevant to the problem. I'm clueless. And it wasn't the base monster type that spawned(for example, I made four hiddens, called stalker, hidden, unseen, illusion weaver). The hidden and unseen crashed in the sewers but if I spawned the hidden or unseen in act 1 or any other act, they worked fine. This is probably also related to your problem with the stormriders(perhaps you can now try what I did and see if you can get them to work properly)."why would the differing framecounts for motrlita1hth and mos1lita1hth only crash beyond Act2?" It isn't necessarily crashing only beyond act 2. It ONLY crashes in act 3, but it works in all other acts(act 1, act 2, act 4, act 5). No clue as to why though.  [This message has been edited by Apocalypse Demon (edited 11 April 2002).]

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