OpenXcom Forum
OpenXcom => Troubleshooting => Topic started by: Surrealistik on August 06, 2013, 08:55:06 am
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Game seems to crash after a trooper survives being attacked by a Chryssalid, then kills it with reaction fire.
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Lol, I guess Chrysalids don't want to be nerfed so they just crash your game... XD
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Lol, I guess Chrysalids don't want to be nerfed so they just crash your game... XD
My thoughts exactly.
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got a saved game i can use to replicate it?
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This happened during a quick battle unfortunately.
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you can still save during a quick battle, but i'll try to look at this if i can set it up
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I think I have the same problem. But my game always crashes when a Chrysalid is killed or stunned.
Reloading from a previous game state before the mission is even available doesn't help.
OS: Windows 7 x64
XCom version: 1.4, patched from 1.2/1.0 with files from www.strategycore.co.uk
OpenXcom versions: 0.9 and nightly 2013_09_26_1659
Should I upload any files?
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i got a crash too..
If anyone wants to play around with chryssalids and zombies, here they are (attached)
:o
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kevL, this savegame crashes because ruleset don't have armor "SNAKEMAN_ARMOR3". May be you use modified ruleset.
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sorry bout that,
I removed the snakes from the .Sav -- hopefully that'll do it.
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FYI, I didn't modify any rulesets. And I noticed, the game does not crash if the Chrysalid dies from an explosion. Thought I'd tested that already... Something to do with the death animation?
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Could be. When a unit dies from an explosion it's coded not to play the collapsing animation and instead goes quickly to STATUS_DEAD. then handles it from there
it may have something to do with Status (which relates closely to animation during the death sequence, and beyond that once the animation is done),
or perhaps the variables that pass around information about infections & transformations (https://youtu.be/SmrdcEmHQ0Q) (vid).
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I found the solution to my particular problem, finally. It seems I have messed up when patching the original Xcom files from version 1.0 to 1.2. I am surprised the game ran at all.
My Solution:
Check if the file "%OPENXCOMFOLDER%\data\units\chrys.pck" has a size of 23504 bytes. The file should be 24897 bytes large when including the death sprites. Redo all the patches if the file is smaller and copy the needed folders into your "%OPENXCOMFOLDER%\data" folder again, voila.
tl;dr:
After some debugging I found out that the Chrysalid SurfaceSet only had 224 frames and that OpenXcom attempted to recover the death animation frames above that value causing an unhandled exception at UnitSprite.cpp line:1088:
void UnitSprite::drawRoutine7()
{
...
torso = _unitSurface->getFrame(die + _unit->getFallingPhase());
torso->blit(this); https:// torso == NULL
...
}
Bomb Bloke's X-Com Toolkit (https://www.strategycore.co.uk/files/bbs-toolkit/) helped to extract the sprites from the .pck files to verify that things were missing.
Sneaky Chrysalids... lets finish this! 8)
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interesting, i didn't realize 1.0 had quite so many problems. glad to hear it's all sorted out.
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ok... solution?
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You're using an old original UFO version, you need to apply 1.2 and 1.4 patches, in that order: https://www.strategycore.co.uk/files/ufo-enemy-unknown/patches/
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NO..
not working
again........
SOLUTION?
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It seems to help me copying both files from the patch 1.2 posted in this thread before (UFO1-2/Units/chrys.pck, chrys.tab) into openxcom folder/data/units... Hope its not a solution only for me ;) Enjoy..