OpenXcom Forum
OpenXcom => Troubleshooting => Topic started by: EricDaMidget on November 03, 2015, 04:00:15 am
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Hey guys,
I was streaming X-Com today and came across a strange crash that I never had before.
In a terror mission whenever I kill this zombie the game crashes to desktop without any error messages showing. It crashes right when the zombie is supposed to turn into the Chryssalid.
I've tried killing him with heavy plasma, alien grenades, and a missile launcher... all resulted in the game instantly crashing.
Running the latest nightly Nov 1.
Please help!
Thank you.
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It's kind of hard to find a problem with the statment "X happens and the game crashes" - This really needs more information before somebody could do something.
Posting a copy of the save file would help.
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Sure, where do I find save files? I have the steam version if that helps. Thank you!
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Sorry for being a noob, I found it.
Attached.
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Where your data-files came from? If from DOS-version, do you patched data with latest patch from here (https://openxcom.org/downloads-extras/)?
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Did you use XcomUtil on your Steam DOS/Windows Version?
Because XcomUtil makes some crazy patches to a lot of the original files, which is what you want playing the DOS/Windows version.
OpenXcom relies on the original gamefile, which need NOT to be tempered with by XcomUtil and need to be applied with universal data patch winterheart linked.
This is important and XcomUtil tempered files may result in some very unpredictive behaviour, like CTD's weird crashes etc..
@ OP are you familar with md5 checksums?
I posted the md5 checksums of my gamefiles here on pastebin (https://pastebin.com/Z0UjdLc7) (also attached as *.txt) so you can have something to compare, i use the 1.4 DOS Version with a applied Universal Data Patch.
This will allow you to compare your own files against those checksums and lets us find out if your files are ok or have been tempered with.
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I'm using the Steam version and I used the windows installer that says that the patch comes with it and then updated to the latest nightly. Hope my game didn't RIP, it was so epic :(
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Here's what it looked like in real time after about 8 hours of streaming: https://www.twitch.tv/ericdamidget/v/23704082
Crash comes at 3:08:33
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Yes, I confirm that killing that nasty zombie crashing OpenXcom. We have bug around here!
I'll check it later today with debugger.
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OK, here fix: https://github.com/SupSuper/OpenXcom/pull/1065
If you can't wait for fix and new nightly, just remove string "deathSound: -2" at the end of file "standard\xcom1\units.rul" (that simple plain-text file) and all will be fine.
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OK i can confirm this bug in a vanilla game and in the save the OP has posted.
Mysteriously the bug does not occur in my Hardmode Expansion Mod, even thou i did not change the ZOMBI unit in any way and i am useing the vanilla Zombi stats and settings.
This really is very very strange.
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Mysteriously the bug does not occur in my Hardmode Expansion Mod, even thou i did not change the ZOMBI unit in any way and i am useing the vanilla Zombi stats and settings.
This really is very very strange.
Maybe your zombies screams on death? :)
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OK, here fix: https://github.com/SupSuper/OpenXcom/pull/1065
If you can't wait for fix and new nightly, just remove string "deathSound: -2" at the end of file "standard\xcom1\units.rul" (that simple plain-text file) and all will be fine.
Hell yeah! You guys rock, thank you very very much!!
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OK, here fix: https://github.com/SupSuper/OpenXcom/pull/1065
If you can't wait for fix and new nightly, just remove string "deathSound: -2" at the end of file "standard\xcom1\units.rul" (that simple plain-text file) and all will be fine.
Wow, I thought I had accounted for this but turns out I completely screwed up my sanity check:
int i = RNG::generate(0, sounds.size() - 1);
if (i >= 0)
{
_parent->getMod()->getSoundByDepth(_parent->getDepth(), sounds[i])->play(-1, _parent->getMap()->getSoundAngle(_unit->getPosition()));
}
*facepalm* Thanks guys.
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Maybe your zombies screams on death? :)
Actually they do, but i did not change any of their settings so i am actually wondering how.
We may be needing a genuine "hatching" sound.
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If they do scream, then deathSound in your yaml have non-negative number, and game not crashes (lucky). Normally they should hatching silent (as I saw from git log and rules).
Well, we can use combination of zombie+chryssalid attack growls for new sound (48 and 49 in SAMPLE.CAT).
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No turning a bug into a feature. :P If you want a "deathSound" you can just mod it in.