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Messages - Nikwuz

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1
Troubleshooting / Re: Chryssalid Crash
« on: October 10, 2013, 02:42:46 am »
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:
Code: [Select]
void UnitSprite::drawRoutine7()
{
...
torso = _unitSurface->getFrame(die + _unit->getFallingPhase());
torso->blit(this); https:// torso == NULL
...
}
Bomb Bloke's X-Com Toolkit helped to extract the sprites from the .pck files to verify that things were missing.

Sneaky Chrysalids... lets finish this!  8)

2
Troubleshooting / Re: Chryssalid Crash
« on: September 27, 2013, 09:11:15 am »
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?

3
Troubleshooting / Re: Chryssalid Crash
« on: September 26, 2013, 06:13:30 pm »
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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