fortuni on 21/11/2021 at 23:39
Quote Posted by klatremus
It only occurs after 9:30 remember, which is the time when the undead waves start.
Apart from the time it started at 9.25 :cheeky:
klatremus on 21/11/2021 at 23:45
Oh ok, I didn't know that had happened for you. I have never seen the waves start before 9:30, and once it started at 9:35. I actually think it's very likely it is due to an excess number of enemies, if that is something dromed doesn't like. I could try to replay and kill every zombie I see, to see if that fixes it. That way, Glypher knows where to focus his attention if trying to troubleshoot.
fortuni on 21/11/2021 at 23:51
That wouldn't help, if it's crashing because of the number of AI's, it won't make a difference if they are alive or dead, if fact the number of body parts of exploded zombies are likely to be a contributing factor.
PS. When I said 9.25 that was when the CTD happed, not when the first wave occurred.
klatremus on 22/11/2021 at 16:28
Sent fortuni a PM already about this, but wanted to keep it public. Tested in olddark and it played all the way through. Crashed when saving once at 9:43, but the scenario plays out fine if not saving after around 9:35-9:40.
fortuni on 22/11/2021 at 17:59
dml to fix CTD in Hallucinations and other minor fixes, courtesy Unna + Glypher.
The cause of the CTD: After the conversation between Crastus (1744) and Franticius (1745) Dromed continuously added hundreds of copies of "M-DontGoHome" metaprops to themselves, which led to memory leak and CTD.
Code:
DML1
//T2 FM: Keeper of the Prophecies (Hallucinations) by Ken Ramsley (frobber) / Fixes: miss20.mis.dml
//door
+Receptron 762 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
//AIs
ObjProp 1167 AI_Efficiency
{
"Flags" "Allow Effic. While Visible","Allow Effic. While Combat"
}
+ObjProp 1167 "AI_AlrtRsp"
{
"Alert level" "(3) High"
"Priority" "Very high"
"Response: Step 1" "Wait(Time(ms),Motion Tags)"
" Argument 1" "10"
"Response: Step 2" "Wait(Time(ms),Motion Tags)"
" Argument 1"[1] "1"
"Response: Step 3" "Play sound/motion(Sound Concept,Sound Tags,Motion Tags)"
" Argument 1"[2] "Stand 0, Halt 0, NearHazard 0"
"Response: Step 4" "Goto object(Object,Speed,Motion Tags)"
" Argument 1"[3] "1169"
" Argument 2"[3] "Very Fast"
"Response: Step 5" "Face(Angle,Object(-1 for angle relative to self))"
" Argument 1"[4] "Player"
}
+ObjProp 1167 "TimeWarp"
{
"" 0.60
}
ObjProp 1167 "Position"
{
"Location" -26.21, -255.4, 5.7
}
Link 1744 1748 "AIWatchObj"
{
"Exit: Link kill option" After completion
"Response: Step 2" Nothing()
" Argument 1"[1] ""
" Argument 2"[1] ""
}
Link 1744 1830 "AIWatchObj"
{
"Exit: Link kill option" After completion
"Response: Step 3" Nothing()
" Argument 1"[2] ""
" Argument 2"[2] ""
}
Link 1745 1753 "AIWatchObj"
{
"Exit: Link kill option" After completion
"Response: Step 2" Nothing()
" Argument 1"[1] ""
" Argument 2"[1] ""
}
Link 1745 1830 "AIWatchObj"
{
"Exit: Link kill option" After completion
"Response: Step 3" Nothing()
" Argument 1"[2] ""
" Argument 2"[2] ""
}
klatremus on 22/11/2021 at 18:16
Awesome! Then it could have been avoided by just waiting for the clock to reach 9:45, then afterwards listened to that conversation and quickly ended the mission before the memory leak.
Thank you guys :)
fortuni on 22/11/2021 at 18:51
Yes! But who the heck is going to think of that as a solution to a CTD.
Now you can make your Supreme Ghost lets play, and don't worry 'll be checking it out for any infraction of the ghosting rules. :cheeky:
klatremus on 22/11/2021 at 19:02
Great! Is this dml replacing the old one? Or should it be added to it?
fortuni on 22/11/2021 at 19:14
That's the replacement, if you check the bottom 2 sections are relating to Crastus (1744) and Franticius (1745). The top half of the dml is for fixing other minor issues.