aliens

Author Topic: Chryssalid Crash  (Read 12989 times)

Offline Surrealistik

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Chryssalid Crash
« on: August 06, 2013, 08:55:06 am »
Game seems to crash after a trooper survives being attacked by a Chryssalid, then kills it with reaction fire.

Offline Danny

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Re: Chryssalid Crash
« Reply #1 on: August 06, 2013, 09:01:34 am »
Lol, I guess Chrysalids don't want to be nerfed so they just crash your game... XD

Offline Surrealistik

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Re: Chryssalid Crash
« Reply #2 on: August 06, 2013, 09:13:27 am »
Lol, I guess Chrysalids don't want to be nerfed so they just crash your game... XD

My thoughts exactly.

Offline Warboy1982

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Re: Chryssalid Crash
« Reply #3 on: August 06, 2013, 10:48:54 am »
got a saved game i can use to replicate it?

Offline Surrealistik

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Re: Chryssalid Crash
« Reply #4 on: August 06, 2013, 06:40:08 pm »
This happened during a quick battle unfortunately.

Offline Warboy1982

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Re: Chryssalid Crash
« Reply #5 on: August 07, 2013, 08:24:15 am »
you can still save during a quick battle, but i'll try to look at this if i can set it up

Offline Nikwuz

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Re: Chryssalid Crash
« Reply #6 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?
« Last Edit: September 26, 2013, 07:41:11 pm by Nikwuz »

Offline kevL

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Re: Chryssalid Crash
« Reply #7 on: September 26, 2013, 06:48:25 pm »
i got a crash too..

If anyone wants to play around with chryssalids and zombies, here they are (attached)


 :o
« Last Edit: September 27, 2013, 01:38:45 am by kevL »

Offline redv

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Re: Chryssalid Crash
« Reply #8 on: September 26, 2013, 11:50:59 pm »
kevL, this savegame crashes because ruleset don't have armor "SNAKEMAN_ARMOR3". May be you use modified ruleset.
« Last Edit: September 26, 2013, 11:53:06 pm by redv »

Offline kevL

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Re: Chryssalid Crash
« Reply #9 on: September 27, 2013, 01:40:16 am »
sorry bout that,

I removed the snakes from the .Sav -- hopefully that'll do it.

Offline Nikwuz

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Re: Chryssalid Crash
« Reply #10 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?

Offline kevL

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Re: Chryssalid Crash
« Reply #11 on: September 27, 2013, 03:07:38 pm »
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 (vid).

Offline Nikwuz

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Re: Chryssalid Crash
« Reply #12 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)

Offline Warboy1982

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Re: Chryssalid Crash
« Reply #13 on: October 10, 2013, 09:42:43 am »
interesting, i didn't realize 1.0 had quite so many problems. glad to hear it's all sorted out.

Offline viktorcech

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Re: Chryssalid Crash
« Reply #14 on: October 29, 2013, 08:03:02 pm »
ok... solution?