KQ3 Redux: Bug Crash - Mountain Fall off... [SOLVED]

Started by Ultima992, Thu 24/02/2011 22:38:38

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tzachs

I have no idea what the problem is, but if it always fall on the visible = true line, maybe you can replace it with using transparencies instead, and see if that solves the crash.

Pumaman

Quote from: AGD2 on Mon 28/02/2011 02:44:27
It seems like it can happen at random any time the game restarts (not just when walking off the cliff), but it doesn't occur every single time.

Hmm, I still can't replicate this, but I've made a change that might fix it. Can you please try this ACWIN:
http://www.adventuregamestudio.co.uk/acwin.zip?v=new
and see if the problem still happens?

Quote
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00412A30 ; program pointer is +373, ACI version 3.20.1110, gtags (0,10)
in "room227.asc", line 114

This looks like the GUI Background crash in 3.2, hopefully this one actually is already fixed by 3.2.1.

AGD2

Thanks, I've compiled the game with the new acwin.exe and so far it hasn't crashed under the same circumstances.

This may be related to different circumstances, but KQ3 Redux has always been more laggy on my system that our other KQ remakes. That is, when watching the intro sequence, he game would pause slightly every few seconds and the music would glitch a little. This unwanted effect also seems to be gone when using this latest acwin.exe.

There's something else I forgot to mention, which persists, however. When watching KQ3 Redux's intro sequence, whenever the screen crossfades to a new room, the music volume level seems to spike louder momentarily after the room's fade-in finishesl. I'm guessing this happens when LegacyMusicVolumeAdjustment is set to Loudest. Just reporting it in case the volume spike is an unintended bug.

Anyhow, I'll keep testing a bit more with this new acwin.exe and let you know if the crash seems to be fixed.

Pumaman

#23
Thanks, let me know if you're happy that the new acwin isn't crashing, and I'll build a Final 2 release.

QuoteThere's something else I forgot to mention, which persists, however. When watching KQ3 Redux's intro sequence, whenever the screen crossfades to a new room, the music volume level seems to spike louder momentarily after the room's fade-in finishesl. I'm guessing this happens when LegacyMusicVolumeAdjustment is set to Loudest. Just reporting it in case the volume spike is an unintended bug.

Interesting thanks, has anyone else had this problem?

Also, are you using an old-style PlayMusic or a new-style audioclip.Play() for the music in the intro?

AGD2

Well, it hasn't crashed since using the new acwin, so I'm assuming whatever you did must have fixed it. :)

QuoteAlso, are you using an old-style PlayMusic or a new-style audioclip.Play() for the music in the intro?

Ah, yes, it was using the old-style format. I changed it to the new type and it fixed the volume spiking issue.

Pumaman

Ok thanks, glad it's solved! I'll upload 3.2.1 Final 2 now.

strazer

Ultima992: Looks like the crashes have been fixed since AGS v3.2.1 Final 2. So either wait for an updated version of the game to download or, in the meantime, copy the latest acwin.exe from the AGS folder to the game folder and run it like this:

"acwin.exe kq3.exe" (or whatever the name of the game executable is).

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