Jump to content
The Dark Mod Forums

Recommended Posts

Posted

I recently had a crash with 2.12 with (beta) mission The Spider and the Finch, but it was a fire arrow and the crash happend at the moment of explosion, so I asumed it's performance related.

Posted

Well, my idea does not work.

In reality, the penis gets created/recreated/reattached many times:

anim urinate                   models/md5/chars/guards/proguard/animation_urinate.md5anim
    {
	   prevent_idle_override
         
	   frame 1		call overrideLegs
	   frame 30		attach atdm:penis_s penis hand_l
	   frame 30		sound snd_rustle
	   
	   frame 55	 	reattach penis LeftHips_Dummy
	   
	   frame 70	    destroy penis
	   frame 70		attach atdm:penis_urinating_s penis_urinating LeftHips_Dummy
	   frame 70		sound urinate

	   frame 340	destroy penis_urinating
	   frame 340	attach atdm:penis_s penis LeftHips_Dummy

	   frame 375	reattach penis hand_l
	   frame 425	    destroy penis
	   frame 425		sound snd_rustle
    }	

As you see, the penis is already destroyed at the end of animation.

And then there are two more ways to delete it:

  1. "attach" command looks at "remove_delay" spawnarg, and if it's positive, then schedules removal of the attachment
  2. penis also has "tdm_suicide" script attached, which also checks the same "remove_delay" spawnarg and deleted the same entity after this delay from script thread.

So, why do we have 3 ways to destroy the penis?

Posted

Damn I just had this bow crash but didnt have the debugger. :( 
Please mention me if you guys come up with a solution in here. For some reason I feel like Im getting it more than others, it might be because I use a lot of arrows when testing my missions. 

Posted
1 hour ago, kingsal said:

Damn I just had this bow crash but didnt have the debugger. :( 
Please mention me if you guys come up with a solution in here. For some reason I feel like Im getting it more than others, it might be because I use a lot of arrows when testing my missions. 

Perhaps because you have too many proguards and they pee too much.

I think the core parts for it to trigger is when player switches weapons and then shoots bow at the same time when one of these guards perform "urinate" animation.

Maybe we should try to make a test map with horde of these guys, making sure they can run "urinate" animation.
By the way, does it has some condition? I can't find any references to this animation in def files, but I think there should be some condition...

Posted (edited)
On 11/4/2023 at 12:35 PM, stgatilov said:

Perhaps because you have too many proguards and they pee too much.

I think the core parts for it to trigger is when player switches weapons and then shoots bow at the same time when one of these guards perform "urinate" animation.

Maybe we should try to make a test map with horde of these guys, making sure they can run "urinate" animation.
By the way, does it has some condition? I can't find any references to this animation in def files, but I think there should be some condition...

Interesting... hmm. As far as I know that animation is only called by  a path_anim or path_cycleanim entity in a map or maybe by an authors custom script. I have seen it in missions before, so I know its been used. 

It could be buried deep somewhere in the AI's core code though, which would be... an odd choice to say the least.

Edited by kingsal
  • 2 weeks later...
Posted (edited)
On 5/14/2023 at 1:24 PM, stgatilov said:

image.thumb.png.5e0018586f2b0facbc0b734fd538efe4.png

"player1_weapon" entity usually has two attachments: so-called aimer, and arrow.

In this crashdump, the aimer is here, but arrow attachment is dead: it was deleted beforehand, without clearing the attachment reference. And since this code does not check e for NULL, it calls a method on NULL object, which certainly crashes.

I'll of course add a check for NULL here, but it would be interesting to understand what kills arrow attachment, and why this problem does not happen every time.

UPDATE: Since everyone reported the arrow to be missing just before the crash, I suppose the real issue is that arrow entity is occasionally lost...

Sorry if this was already reported, but Ive experienced pulling back the bow and the arrow model just disappearing. The bow will still be there, ill fire and the projectile will still launch, but not arrow on the view model. Strangely it doesn't always crash when that happens. 

This was definitely already mentioned :) Just confirming the arrow disappearing, shooting, but then not crashing, which is odd.

EDIT: Ill start attaching the debugger. I have lots of guards in the mission but none of them are using the urinate animation. Does it happen randomly somewhere in the code? I can just try adding 50 guards lol.

Edited by kingsal
  • 1 month later...
Posted

Hmm...

I might have a case that does not involve the penile animation issue...

2.12 Beta - The Transaction
 

Spoiler

If you immediately head to the shop where the book buyer is located ( right alley, then forward, then first door on the right )

and trigger the in-game cinematic. After the cinematic plays if you shoot the Revenant with a fire arrow then walk towards it TDM will crash.

Sadly, I have yet to reproduce this while running in debug with symbols. Solid as a rock when debugging.

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...)

Posted

Have you tried attaching a debugger with VS like you can with any running process? I know it won't show much, but it might find something.

I always assumed I'd taste like boot leather.

 

  • 3 months later...
  • 11 months later...
  • 4 weeks later...
  • 9 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • datiswous

      So on a regular basis I try to start building something in Darkradiant but very quickly I loose interest and give up.
      I tend to
      create a room, position an ai in it (or first ai, then room, probably better) put a light in it Put some stuff in it test the room in tdm Now I had this new idea:
      Start of with a gigantic room. To skip the importance of sealing for the time being and to think broader than one room. Then just use ground without wall, just to visualise the structure of the level.  Then just use prefab walls and other elements (arches, etc.). Just building area's that aren't enclosed. I can always close them at a later point. Maybe this is all very logical from a mappers perspective, but tdm is the first game where I have done any kind of real mapping and I always stop at the start. It just takes too long to make something exciting.
      I want to build something at some point, because over time I accumulated lots of ideas.
      · 0 replies
    • MayheM

      It would be nice to have a link to the forum thread of a mission in download section, rather than having to search for it manually, like on Thief Guild.
      · 1 reply
    • taffernicus

      Anaglypta , floral and damask wallpaper look great in older homes 
      It’s rare to see anyone using “shader not found” wallpaper in their house

       
      · 0 replies
    • Ansome

      Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!
      · 1 reply
    • JackFarmer

      We don't need artificial intelligence; we need artistic intelligence. 
      Ralf Hütter, Kraftwerk
      · 6 replies
×
×
  • Create New...