Troubleshooting/Blam
This is a little bit technical. If you just want a solution go here, or scroll to the bottom of the section.
Buffer overflow
An overflowing buffer is one that holds more than it can hold :)
Blam at startup
That one is due to the overflow of a very particular text buffer ; the one that lists the OpenGL extensions in the startup.txt file. If your version of Oni just crashed, take a look at that file (it's in your Oni folder). At the end, there should be a rather big list entitled GL extensions. That list is broken, meaning that startup collapsed during its writing...
Problem is : that list is too long; that's what makes Oni crash. Bungie folks made Oni dump that list to startup.txt with a small list size in mind, but recent GFX cards (more specifically their WinXP drivers) tell Oni to write more than what Bungie expected.
- Solution
- One has to either make the GL extension buffer larger, or to disable the dumping of GL extensions to startup.txt altogether.
Other text buffers
There are other occasions when Oni dumps large amounts of text, and in the case the dumped text is larger than the buffer Bungie set up for it, you'll have an overflow, and Oni will crash.
- Examples
- debugger.txt - another debug log located in the Oni folder
- other debug logs enabled with the -debugfiles command line argument
- console output in Developer Mode
Ian's patch
Ian Patterson (a professional coder, and the creator of OniTools, among other stuff) located the routine that writes to fixed-size text buffers (in startup.txt and elsewhere). Rather than making the problematic buffers larger or dynamic (adjusted at runtime), he completely disabled them. Thus he made the English version of Oni run without a "Blam" on startup on Windows XP with the most common GFX hardware/drivers.
Then he proceeded with creating a universal patch that makes the appropriate changes not only to the English Oni.exe, but also to the executables of a number of other releases (German, Spanish...). For all those versions, the patch completely disables the problematic fixed-size buffers, making it possible to run Oni on XP with "those recent GFX cards that have too many OpenGL extensions".
Ian's patch also makes the executable able to run no matter what its name is (the original Oni.exe will not work if you rename it).
There are, however, a few issues.
- Problems
- One problem is that people who want to have a look at files like debugger.txt can't do so
- (well, that's only a problem for fanatic reverse engineers who want to figure out "how Oni works"...)
- A bigger problem is that Ian's patch prevents Oni from dumping output to the console in Developer Mode
- (well, that has only become a problem after we got aware of the Developer Mode functionality)
- Solutions
- reenable the needed buffers (except the GL extension buffer)
- make them larger, or dynamic, to avoid overflow
Recent drivers
The present status of Ian's patch is unofficial. Although Ian suggested to Take2 and Godgames to release an official patch, there was no response. However, action has been taken by GFX card manufacturers. Since Oni is not the only game for which the GL extension problem arises, the recent drivers provide a set of options that limits the list of GL extensions "seen" by the game. That's an alternative way to prevent Oni from crashing at startup, but it's highly manufacturer-dependent.
- Nvidia
- from your driver's interface, create an application profile for Oni.exe with "extension limit" set to ON.
- ATI
- well, my ATI FireGL T2 works fine without a patch...
Debug logs
What you should remember about them :
- It's up to you to enable extra debug log buffers (with the -debugfiles command line argument) : that dumps extra debug files which may or may not cause an overflow
- You can't disable the default debug logs (debugger.txt and startup.txt) : startup.txt is the one causing the standard "Blam!" at startup
So if you "blam" at startup, then Oni's GL extension buffer, used when writing startup.txt, is too short, and you have to disable (or extend) it in order to play Oni. The simplest way to do that is to apply Ian's patch, or to use one of the patched/derived executables (the one that suits you best). As for other logs (debug files and console output), either they're disabled in the executable you're using, or they're (re)enabled and in that case you may experience a crash.
Non-text buffers
There are fixed-size buffers that are not handled by Ian's patch, but can cause overflow just fine.
- Movie buffer
- See here for details.
- Other stuff
- filling in...
You shouldn't encounter these situations if you play Oni "normally"
Out of range
There is a number of situations where Oni will "Blam" although that has little to do with buffers. Most often, the engine will attempt to address a region in memory, although the expected data is not there.
- Pathfinding
- Oni can generate too many pathfinding nodes if a pathfinding grid is inconsistent with the environment (rare)
- Switching between characters
- Oni will crash if you chr_focus to a character that's not drawn
- Conflicts
- Oni will crash if you chr_focus to an active AI and fire a weapon (it's a bit more complicated, but who cares?)
- Inexistent stuff
- Oni will crash if you call an inexistent function with the strong syntax.
- Other stuff
- filling in...
You shouldn't encounter these situations if you play Oni "normally"
Downloads and links
Ian's patch
- Ian's patch (ZIP) (patches several Oni versions, not only the English one) (instructions and troubleshooting [here])
- patched English version (RAR)
- a very useful thread on Oni Central Forum (about Ian's patch and the "Blam" issue in general)
- Ian's patch on Script10K's page
- Ian's patch on Ian's page
Beyond Ian's patch
See here for a beefed-up Oni.exe featuring :
- a slightly modified Ian's patch
- executable can be renamed (retained)
- no GL extensions dumped at startup (retained)
- dev console and other debug logs (reenabled)
- the Developer Mode