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Messages - Acid

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1
Heres what was in the log at the time of crash:
[10-04-2016 18:49:53]   [FATAL]   A fatal error has occurred: code 0xc0000005
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   0x901840 SDL_MixAudio (??: 487)
[10-04-2016 18:49:53]   [FATAL]   ??: 487
[10-04-2016 18:49:53]   [FATAL]   0x7772981f RtlInitializeExceptionChain (??: 487)
[10-04-2016 18:49:53]   [FATAL]   0x7772981f RtlInitializeExceptionChain (??: 487)
[10-04-2016 18:49:53]   [FATAL]   Crash dump generated at C:\Users\Kevin_E\Documents\OpenXcom\10-04-2016_18-49-53.dmp
[10-04-2016 18:52:45]   [FATAL]   OpenXcom has crashed: code 0xc0000005

I have made some self made changes to the game but nothing heavy. Iv included 3 rul files that could be culprits. As you can see, nothing has been changed in these files.

2
Tools / Experimenting with map control data files
« on: April 08, 2016, 02:58:46 pm »


Im trying to to add a lift into the Trinton for TFTD. Im using MapView downloaded through this forum but this program doesn't seem to let the user share other images and content from other different MCD's. Is this even possible to do currently ?

Iv seen and read something about a MCDADD utility that might do what I need but the download is nonexistent.

3
Work In Progress / TFTD The Synomium Device
« on: April 06, 2016, 07:06:55 pm »
Which .rul file holds the points for this ?

4
Troubleshooting / Re: yaml-cpp error
« on: September 10, 2014, 06:29:54 pm »
I found the problem. The game doesnt always update changes correctly.

I was trying to rearrange the alien loadouts for each ship/mission. This was alot of modified content. I had to reset my options, defaulting everything back to normal, then change back to the way it was before it would accept my new changes.

5
Troubleshooting / Re: yaml-cpp error
« on: September 10, 2014, 03:44:30 pm »
Ok, I think Iv fixed my initial problem. What does 'bad conversion' mean ?

6
Troubleshooting / yaml-cpp error
« on: September 10, 2014, 02:29:05 pm »
How should you fix the error "illegal tab when looking for indentation" ?

7
Work In Progress / Explosive ordnance priority
« on: August 27, 2014, 10:32:22 pm »
Is there any way to manually designate which primed explosive a soldier is carrying will go off first if there killed ?

Grenades always seem to to have precedence over other explosives for some reason, doesnt matter where its positioned, which type was primed first or where the actual data for the item is stored in the ruleset (which is what I thought might be the case).

8
Work In Progress / Map resizing limitations
« on: August 26, 2014, 04:22:55 am »
Are there any ?

Iv tryed to resize some of the terror missions maps from 10 to 11 and 20 to 21 and its not working.

9
Work In Progress / Grounded UFOs
« on: August 22, 2014, 02:58:00 pm »
Is there any way to control how long a ufo stays on the ground ounc landed ? Alot of times the skyranger is not able to reach the LZ in time before the few minutes the ufo goes airborn.

10
Troubleshooting / Changing Alien Missions
« on: August 19, 2014, 08:18:47 am »
Are changes made in this portion of the ruleset safe ?

I wanted to try and ether decrease the chance or sorta stretch out(time wise) the amount of terror missions happing. I toke out a peace of code(as shown below) and I think this may be whats causing me crashs.

Code: [Select]
- type: STR_ALIEN_TERROR
    points: 10
    raceWeights:
      0:
          STR_SECTOID: 30
          STR_FLOATER: 70
      1:
          STR_SECTOID: 60
          STR_FLOATER: 40
      3:
          STR_SECTOID: 20
          STR_SNAKEMAN: 60
          STR_FLOATER: 20
      5:
          STR_SECTOID: 10
          STR_SNAKEMAN: 20
          STR_ETHEREAL: 40
          STR_MUTON: 20
          STR_FLOATER: 10
      7:
          STR_SECTOID: 20
          STR_SNAKEMAN: 30
          STR_ETHEREAL: 20
          STR_MUTON: 20
          STR_FLOATER: 10
    waves:
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P0
        timer: 12000
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 9000

11
Offtopic / Re: OpenXcom unstable after long periods
« on: August 17, 2014, 06:37:29 am »
OS                   Win 7 Home Premium SP1
HAL              6.1.7601.17514
Manufacturer   Dell Inc.
Model      Inspiron N5030
CPU              Intel Core 2 Duo T9300
BIOS              A02, 9/13/2010
RAM              6GB
ACPI x64 Based

Im no programer but from my knowledge memory leaks are somewhat common in C & C++ applications.

This has only happened twice and I wasnt sure why, at the time I didnt have a page file set now its system managed. Im hoping that will resolve the problem. If it continues ill post back with more detailed information.

12
Offtopic / OpenXcom unstable after long periods
« on: August 15, 2014, 08:48:57 am »
Is OpenXcom supposed to crash after long periods of operation or play time, because Iv noticed it eating up large amounts of memory like almost 3Gb and then becoming non-responsive ?


13
Resources / Re: image editors / graphics programs
« on: August 15, 2014, 02:16:28 am »
Any one know of a good .spk viewer/editor preferably not command line based and thats compatible with Windows ?

14
Offtopic / Lethal falling objects
« on: August 05, 2014, 09:36:16 pm »
I know in Apoc. falling debris can kill just about anything soldiers, aliens, terrorists.

While on a Snakeman terror mission recently, a civilian somehow got on to a roof of this warehouse then walked off the side landing directly on top of a zombie killing it and the Chryssalid inside. Im not sure how this happened. I never seen this before playing OpenXcom so is this a bug or just game design ? I didnt post this as a bug since I didnt have a save to reproduce it.

 

15
Suggestions / [OpenXcom] Something possibly overlooked
« on: July 31, 2014, 10:17:44 pm »
I recently attempted to assault a Sectoid base. I tryed to have my last man carry a live Sectoid engineer and its Blaster Launcher back to the base access to abort. Well the Sectoid awoke, my guy then instantly panics and fired a Blaster shot directly into the side wall killing him self and the engineer.

Normally you cant use un-researched weapons durning combat but is it anyway possible to have that same effect when the soldier carrying the artifact panics ?


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