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#1 29/9/09 17:56

Kenny
Member
Registered: 29/9/09

Blam! crash (annoying as always)

Ok so i always get this Blam! crash when i do 2 punches followed by that whirlwind kick or wahtever ;D it always crashes when the whirlwind kick is finished. kinda annoying. I have tried using EXE from your site and the daodan.dll still the same problem. any suggestions? Should mention that it actually happens in a tower of doom mod, havent tried in others yet.

Startup:

setting up 3d engine...
creating new OpenGL context
OpenGL platform initialization
daodan attached
Playing intro movie...
Using standard Windows gamma adjustment
opengl color bits = 24
opengl depth bits = 32
OpenGL vendor = ATI Technologies Inc.
OpenGL renderer = ATI Mobility Radeon HD 4330
OpenGL version = 2.1.8494 Release
OpenGL extensions = GL_AMDX_vertex_shader_tessellator GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_transform_feedback GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
multitexturing is available ...
multipass being used
OpenGL supports 8 texturing units
glBlendColor() available
wglSwapIntervalEXT supported; vsync= 1
Initializing the Oni Window...
displaying splash screen...
configuring console...
engine startup complete, launch the out-of-game UI...
out-of-game UI exited...
running game...

Daodan DLL v0.6.7 (Standard), built 2008-05-26 13:48:07 UTC: crash report
Please post your "startup.txt" to <http://oni.bungie.org/community/forum/>...
Caught exception 0xc0000005 at 0x0047af4e...
  EAX = 0000000000, ECX = 0x00000069, EDX = 0x04589ec8
  EBX = 0x04589d24, ESI = 0x04589d24, EDI = 0x045830b0
  EBP = 0x006574d0, ESP = 0x0012fa88


this is kinda just the end of it, but i want to skip the spam. if u need it whole just ask.

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#2 29/9/09 18:50

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 29/5/07

Re: Blam! crash (annoying as always)

we've had many ppl come to us about the BLAM problem, but i haven't heard anything on this, although, then again, im not an experience modder wink im sure one of the more experienced members will answer your question when they get on


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#3 29/9/09 19:53

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: Blam! crash (annoying as always)

Can you tell me if it happens without the tower of doom mod installed, or in other levels?

It sounds like one of your animations is corrupt. Don't worry though, installing the Edition should fix this, because it contains all of the attack animations. http://oni.bungie.org/community/forum/v … hp?id=1027

Alternatively, if you don't want to install the Edition, tell me and I'll see if I can whip up a patch for that broken animation.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#4 29/9/09 19:56

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 29/5/07

Re: Blam! crash (annoying as always)

do you have latest AE installed?


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#5 30/9/09 11:41

Kenny
Member
Registered: 29/9/09

Re: Blam! crash (annoying as always)

Well i can only do that combo move in tower of doom as it seems, so the other mods are working, i had AE but it didn't rly made a difference, it's deleted now. would be cool if you could patch something up  roll  roll  roll

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#6 30/9/09 11:52

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: Blam! crash (annoying as always)

Ok, go find IGMD\compound\compound_combos.bsl, and replace the contents with this.

func super_kick(void) {
chr_wait_animation 0 KONCOMcomb_p_p_k
chr_animate 0 KONCOMsuper_kick
sleep 50
fork super_kick
}

func pre(void) {
# launch Oni Menu if you have it
fork om_core_3
# Super Kick script
# fork super_kick
# Super Punch script
fork super_punch
}

func super_punch(void) {
chr_wait_animation 0 KONCOMcomb_p_p_p
chr_animate 0 KONCOMsuper_punch
sleep 50
fork super_punch
}

Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#7 30/9/09 15:19

Kenny
Member
Registered: 29/9/09

Re: Blam! crash (annoying as always)

Ye that kinda fixed it smile at the cost of a cool animation big_smile thanks, not a rly cool mod anyways smile thanks for the quick replies <3

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#8 30/9/09 15:33

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: Blam! crash (annoying as always)

Well if you had AE installed I could make you a package that replaced the animation you want. wink


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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