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Bugs/Issues & Hotfixes for SR V3.1 (June 25th 2013)


Demivrgvs

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Hello,

 

it seems like tensers transformation does not give any additional attacks per round. Can someone confirm this?

 

I´m casting it with 17 lvl Edwin. He regains 1 attack per round after casting, though his thac0 gets better.

The files seem fine (L17 caster gets spwi603b which sets apr to 2). I'll test it in-game asap but I'm almost sure the spell itself is fine.
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I have found reproducable crashes linked to Djinn's gaseous form. I posted the info in the SCS forum.http://forums.gibberlings3.net/index.php?showtopic=25893&view=findpost&p=217053 (and following posts).

 

I'm pretty sure in earlier similar installs i didn't have these problems. I remember Summon Djinni to work without problem. Any idea what could be behind the assertion failure?

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I have found reproducable crashes linked to Djinn's gaseous form. I posted the info in the SCS forum.http://forums.gibberlings3.net/index.php?showtopic=25893&view=findpost&p=217053 (and following posts).

 

I'm pretty sure in earlier similar installs i didn't have these problems. I remember Summon Djinni to work without problem. Any idea what could be behind the assertion failure?

Mmm...I don't know anything about dwFlags and I do remember Djinni gaseous form working fine (used it in-game myself). I'll try it again to see if for some reason something got screwed along the way (e.g. during hotfixes updates) but it's very unlikely imo, and more probably it's a compatibiliy issue with something which wasn't there on older installs. I'll let you know how it works on an install without SCS to see if the problem if within SR itself or not.
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[Mon 09 Dec 2013 09:34:37] CVisibilityMap::AddCharacter : ( 3080, 2766 ) #:7143533 R:14

[Mon 09 Dec 2013 09:40:58] ASSERTION FAILED! Return Address: 0x9CCAD1 File: ChVidImage.cpp Line: 1910 Expression: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST)) Message: (null)

[Mon 09 Dec 2013 09:40:58] ASSERTION FAILED!

File: ChVidImage.cpp

Line: 1910

Exp: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST))

Seems like an issue with VVC file, which do have translucent and brightest flags. As I was told elsewhere, the translucency (0x2) could result in CTDs when used in conjunction with blending (0x8). Not sure it's our case, because the flag mentioned is brightness.

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I made a new install and got the same crash. ToBEx, G3 Fixpack, IR and SR.

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #104 // Disable Stoneskin Grey Colour [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers   and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v10
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1020 // Potion Revisions: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Allow Spellcasting in Armor -> With a Chance of Arcane Casting Failure: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Heavy Armor Encumbrance -> Movement Speed and Dexterity Penalties: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1050 // Revised Armor Bonuses: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1090 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics Only: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: V3 Beta 1.16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3.1 (Hotfix 03)

 

 

I uninstalled IR and got the same crash again.

I then uninstalled ToBEx and it happened again.

 

Just try it out. Make a new ToB game with a mage and the Summon Djinni spell. Cast it and hurt the Djinni to at least 30%hp.

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Djinn's gaseous form

I tested it in my game and I had no ctds. The only difference in terms of install are ddrawfix and ToBEx (I tested it on a super-clean install with only fixpack).

 

[Mon 09 Dec 2013 09:34:37] CVisibilityMap::AddCharacter : ( 3080, 2766 ) #:7143533 R:14

[Mon 09 Dec 2013 09:40:58] ASSERTION FAILED! Return Address: 0x9CCAD1 File: ChVidImage.cpp Line: 1910 Expression: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST)) Message: (null)

[Mon 09 Dec 2013 09:40:58] ASSERTION FAILED!

File: ChVidImage.cpp

Line: 1910

Exp: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST))

Seems like an issue with VVC file, which do have translucent and brightest flags. As I was told elsewhere, the translucency (0x2) could result in CTDs when used in conjunction with blending (0x8). Not sure it's our case, because the flag mentioned is brightness.

Do you mean spdispma.vvc used when "casting" the gasesous form spl? If yes, afaik that vvc is a vanilla one, and I don't see translucency flagged, only blending. Could it be possible that ddrawfix alters vvc files?
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Djinn's gaseous form

I uninstalled everything except core fixes and SR and it still crashes. Perhaps a graphics driver issue?
Or some option within BG's video setup like 3d? The strange thing is that I'm not using any custom visual effect for this spell, the dispel-like animation (spdispma) isn't even included within SR, I just use the vanilla resource, the same can be said about the gaseous form animation itself, which is the blob_mist from vanilla.
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Djinn's gaseous form

I uninstalled everything except core fixes and SR and it still crashes. Perhaps a graphics driver issue?
Or some option within BG's video setup like 3d? The strange thing is that I'm not using any custom visual effect for this spell, the dispel-like animation (spdispma) isn't even included within SR, I just use the vanilla resource, the same can be said about the gaseous form animation itself, which is the blob_mist from vanilla.

 

I solved the problem. I replaced the latest graphics driver from Lenovo for my T400 with the latest from Intel. Sorry, it had nothing to do with any mod. :) I never played vanilla on this machine and never read about this problem.

 

No, i thought it was solved because the gaseous form worked, while it was yellow circled from a panic effect. It still crashes otherwise.

 

Crashes stopped with a combination of the new driver and disabling 3d animations in BG2 config. Funny how previous Intel chipsets didn't have a problem with BG2 3d animations.

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I just posted a crash report on 1PP forum about this crash

 

ASSERTION FAILED! Return Address: 0x9CCAD1 File: ChVidImage.cpp Line: 1910 Expression: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST)) Message: (null)

 

I was playtesting with the AI scripts of these celestial guys, and noticed the crash happens when the ANTISOLAR animation is affected by the Invisibility effect. At least, that is definitely what causes the crash (every time the ANTISOLAR is in the aoe of an invisibility spell), but as for the exact nature or the real "root of the problem", I can't tell. I think it has something to do with 1PP's work on SOLAR and ANTISOLAR animations, so I posted the report there. The SOLAR animation does not cause crash, however, and the vanilla game (where these guys are all blurry and stuff...) does not have this issue.

 

At the moment, changing their animation to human with attachable wings, as per Spell Rev, gets around the problem. It looks cool, too.

 

As a side note, or feedback for Spell Rev, after some playtesting I think celestials are too strong right now. Currently I'm leaving them as per PnP Celestials (I admit I gave them a few personal tweaks, but I didn't really BUFF them cause I noticed they already seemed ok), and they are insanely strong. Without getting a vorpal hit, they 3-hit a balor, who is already also buffed (even quite heavily, I'd say, with SCS and PnP Fiends in aTweaks installed). I CLUA them in, the balor attempted to gate in his pets, and the fallen planetar beat him to dust before the gate animation even finished (like, in 2 rounds, cause she (or he?) already got in 1 hit right before he attempted gating). After that, she massacred the minions, each guy with 1-2 hits. She hit the balor with a roll of 3 (3+10=13), and could deal 64 dmg with one critical hit (no idea how it could get up to 64, after some quick calculations). I let her AI script work, I didn't control her. I ran this a few times, then tried changing her to Spell Rev's version (stats, items, everything), which should be somewhat less OP, and the results were actually not very different. This time was only one quick test though. I'm considering giving some demonics a No-Animation Helm, but not sure if that sounds right. Even the Deva could make short work of the balor, in one test. They just hit too hard. Their AI prevents them from casting pretty much anything, cause target is demonic.

 

In short, seeing them strong actually feels pretty good/satisfying, but that's probably because in my playtestings I wasn't on their wrong side. I didn't try to imagine what it would be like when their feet circle is red. Besides, I did only simple insta-CLUAs, I'm aware it might be different in the actual game, in a standard fight where you have a full party and there are multiple enemies. This is just what I'm noticing right now.

 

Another edit: since I don't participate often in BG forums, now that I'm posting a reply, I just wanna say thanks real quick to all modders here. Love your work, guys.

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Ok, so I was going through the TobEx_ini.txt to read the explanations of the hacks/fixes. The next-to-last section is VVC Alpha Rendering Crash Fix, with description:

 

- Enables the use of the alpha mask animation RLE-encoded BAM of VVC files by removing an erroneously placed assertion error

- This alpha mask animation is used only when 3d acceleration is enabled

 

Now, I don't know, but I thought this sounded like something related to the crash, so I went ahead and checked 3D Acceleration, got back in game and tried to reproduce the crash, and the problem was gone. I'm not sure about all this cause it sounds kinda arbitrary. Still, the problem is now gone with 3D Acceleration and TobEx's corresponding fix enabled. I can't tell if this crash is eliminated simply by checking 3D Acceleration, and actually has nothing to do with TobEx, or TobEx does fix it.

 

Anyway, I posted this here cause the issue was mentioned, and to say I'm pretty sure this crash is not a Spell Rev issue. I'll update this to my post on 1PP forum.

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I can't tell if this crash is eliminated simply by checking 3D Acceleration, and actually has nothing to do with TobEx, or TobEx does fix it.
Look up the ToBEx readme about the trouble shooting... there's a .dll file that you can remove from the game directory that disables the whole thing... so before starting the game, remove the file, cause the crash and see it burn the game out... and then restore the file, restart the game and see it not burn... and you have your answer.
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