Jump to content
The Dark Mod Forums

2.10 Crashes - May be bow \ frontend acceleration related


wesp5

Recommended Posts

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?

Link to comment
Share on other sites

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. 

Link to comment
Share on other sites

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...

Link to comment
Share on other sites

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
Link to comment
Share on other sites

  • 2 weeks later...
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
Link to comment
Share on other sites

  • 1 month later...

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...)

Link to comment
Share on other sites

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

    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...