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User talk:Neo: Difference between revisions

CRSA overflow
(more fixes; tired)
(CRSA overflow)
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::::#Karen died, and then the camera looked/moved away from the dead body, which triggered the deletion of her character and the creation of a corpse. Probably some corpse-related resource is missing or corrupt. After a look at the binaries, I see that CRSA is present, but it has size ''and'' capacity 0, whereas Oni's original CRSA have capacity 20. It is easy to test whether CRSA overflow is indeed the problem: spawn an opponent, kill him, run/jump away. If this is the problem, this impies possible crashes in the original levels as well, if for some reason the number of corpses present simultaneously exceeds 20: Oni is supposed to clean them up, but may fail to do so.
::::#Karen died, and then the camera looked/moved away from the dead body, which triggered the deletion of her character and the creation of a corpse. Probably some corpse-related resource is missing or corrupt. After a look at the binaries, I see that CRSA is present, but it has size ''and'' capacity 0, whereas Oni's original CRSA have capacity 20. It is easy to test whether CRSA overflow is indeed the problem: spawn an opponent, kill him, run/jump away. If this is the problem, this impies possible crashes in the original levels as well, if for some reason the number of corpses present simultaneously exceeds 20: Oni is supposed to clean them up, but may fail to do so.
:::::[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)
:::::[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)
::::::CRSA overflow seems to be the cause.  I moved far away from the fight so all the characters stayed in view, Oni did not crash.  But when I turned away from the characters that were killed, then Oni crashed.  How do we correct the size of the CRSA for the hex level? [[User:EdT|EdT]]
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:::Finally, is it possible to manually write pathfinding data for just that area of the level?
:::Finally, is it possible to manually write pathfinding data for just that area of the level?
:::[[User:EdT|EdT]] 17:28, 15 November 2008 (CET)
:::[[User:EdT|EdT]] 17:28, 15 November 2008 (CET)
::::Long ago I released a tool that allowed motivated people to (re)author pathfinding grids in ASCII: [http://oni.bungie.org/community/forum/viewtopic.php?id=90 HERE] [http://geyser.oni2.net/rawtools/AKVA_0/AKVA_0.ZIP IT] [[OBD_talk:AKVA_0|IS]]. For simple areas, you could set up a complete BNV ([[AKVA]]) manually from scratch, and even OTLF could be updated by hand, but in this day and age no one would be crazy enough for that, not even me. Just wait until Neo implements autogeneration of pathfinding data. --[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)
::::Long ago I released a tool that allowed motivated people to (re)author pathfinding grids in ASCII: [http://oni.bungie.org/community/forum/viewtopic.php?id=90 HERE] [http://geyser.oni2.net/rawtools/AKVA_0/AKVA_0.ZIP IT] [[OBD_talk:AKVA_0|IS]]. For simple areas, you could set up a complete BNV ([[AKVA]]) manually from scratch, and even OTLF could be updated by hand, but in this day and age no one would be crazy enough for that, not even me. Just wait until Neo implements autogeneration of pathfinding data. --[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)
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