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Crash with "The Thieves"


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Whenever I try to start the FM called "The Thieves" it crashes as soon as it's finished loading.

 

I have not had any problems with any of the other FMs that I've tried, which so far include:

-The Crown of Penitence

-The Outpost

-The Parcel

-Too Late.

-Thomas Porter series

-No Honor Among Thieves series

-Thieves Den series

-Lockdown

-Return to the City

-Some others I can't remember off the top of my head right now...

 

 

Is there something different about "The Thieves" in particular that would cause it to crash like this? Again, this is the only FM I've had this problem with so far so I guess there must be something different about it.

 

 

EDIT:

Ok, it seems that "Trapped!" does the same thing for me. Not sure if it's related or not though.

Edited by Professor Paul1290
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Thieves crashes here as well...

 

Is there a reason for the extra complex "angle" in the info_player_start entity?

 


// entity 213
{
"classname" "info_player_start"
"name" "info_player_start_1"
"angle" "-1.4033418253411173e-014"
"origin" "-1374 -92 -244"
}

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More Detail:

 

Windows Error log events:

 

Faulting application doom3.exe, version 1.0.0.1,

faulting module gamex86.dll, version 0.0.0.0, fault address 0x002bd3f6.

 

0000: 41 70 70 6c 69 63 61 74 Applicat

0008: 69 6f 6e 20 46 61 69 6c ion Fail

0010: 75 72 65 20 20 64 6f 6f ure doo

0018: 6d 33 2e 65 78 65 20 31 m3.exe 1

0020: 2e 30 2e 30 2e 31 20 69 .0.0.1 i

0028: 6e 20 67 61 6d 65 78 38 n gamex8

0030: 36 2e 64 6c 6c 20 30 2e 6.dll 0.

0038: 30 2e 30 2e 30 20 61 74 0.0.0 at

0040: 20 6f 66 66 73 65 74 20 offset

0048: 30 30 32 62 64 33 66 36 002bd3f6

0050: 0d 0a ..

 

Fault bucket -1950341116.

 

0000: 42 75 63 6b 65 74 3a 20 Bucket:

0008: 2d 31 39 35 30 33 34 31 -1950341

0010: 31 31 36 0d 0a 116..

 

 

I have attached a conDump of a Thieves dmap

 

 

Also, the "script" directory in the PK4 was empty...

thieves_wrong.txt

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

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I removed the "Patrol" spawnarg (it was only assigned to rats and one map only had one instance another was like three...) from all four maps and now they work fine in 1.04.

 

I am uploading to my dropbox account but if someone wants to beat me to the punch that would be great.

 

:)

 

Edit: Nevermind... Here they are:

 

Trapped!

 

http://dl.dropbox.com/u/17706561/trapped.pk4

 

Awaiting the Storm

 

http://dl.dropbox.com/u/17706561/storm.pk4

 

Thieves!

 

http://dl.dropbox.com/u/17706561/thieves.pk4

 

Special Delivery

 

http://dl.dropbox.com/u/17706561/delivery.pk4

 

:D

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

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Any comments?

 

I don't think these fixes have any detrimental effect on the "rat ambience" for these maps?

 

Would these changes be acceptable to distribute officially?

 

:unsure:

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I am speculating that the "Patrol" spawnarg was an attempt to get the rats to run around the maps properly. Now that Grayman has fixed most of the rat behavior, I don't think those heroics are required.

 

I didn't get a ton of test time but the rat at the beginning of Trapped wandered the prison just as cheerfully as I recall from before...

 

Is it really worth fretting over now?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Would these changes be acceptable to distribute officially?

 

Better to fix the mod rather than change all the maps.

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