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Im FRUSTRATING -.-
CoReStAtiC Offline
Junior Member

Posts: 2
Threads: 1
Joined: Jan 2012
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#1
Exclamation  Im FRUSTRATING -.-

I am creating a Custom Story with a Friend of mine and now there a problem..
Every Time im trying to load the map Keller.map for testing my scripts, the Game is crashing with the Black Box
Undecided
Here the Error Post:

Amnesia.exe caused an EXCEPTION_ACCESS_VIOLATION in module Amnesia.exe at 001B:00547164


Here the hpl.log File:

Version 1.20
-------- THE HPL ENGINE LOG ------------
Engine build ID 20101021192547

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: 1024x768 bpp:32 fs:0 ms:0 gpufmt:2 cap:'Amnesia - The Dark Descent - Loading...' posSad-1x-1)
Setting video mode: 1024 x 768 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: ATI Technologies Inc.
Renderer: Radeon X1650 Series
Version: 2.1.8545 Release
Max texture image units: 16
Max texture coord units: 8
Max user clip planes: 6
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 4
Max color render targets: 4
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 1.20
ShaderModel 2: 1
ShaderModel 3: 1
ShaderModel 4: 0
OGL ATIFragmentShader: 1
Setting up G-Bugger: type: 0 texturenum: 3
Adding engine materials
Initializing DevIL
Vendor String: Abysmal Software
Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 12 2006
Version Number: 168
Adding engine post effects
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Available OpenAL devices:
0. Generic Software on Lautsprecher (4- C-Media USB Audio Device )(OpenAL default)
Trying to open device 'Generic Software on Lautsprecher (4- C-Media USB Audio Device )'... Success!
Number of mono sources: 32
Streaming setup: 4 Buffers x 262144 bytes each
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
--------------------------------------------------------

Game Running
--------------------------------------------------------
-------- Loading map 'menu_bg.map' ---------
Cache Loading: 1880 ms
Entities: 355 ms
Compilation: 1 ms
Total: 2252 ms
Meshes created: 26
Bodies created: 5
-------- Loading complete ---------
Setting profile: 'CoReStAtiC' Path: 'C:\Users\Hägger\Documents/Amnesia/Main/CoReStAtiC/'
WARNING: No resources element found in 'custom_stories/Custom Story GregorMarco/extra_english.lang'
ERROR: Couldn't texture 'story.png'
-------- Loading map 'Keller.map' ---------
Cache Loading: 1287 ms
Entities: 3881 ms
Compilation: 6 ms
Total: 5240 ms
Meshes created: 13
Bodies created: 15
-------- Loading complete ---------

as you may see theres no Error in the hpl.log...
I have no idea whats wrong Sad

I would thank everyone who can give me fast reply to solve this problem

greetings CoReStAtiC

PS: I hope my English isnt too bad, cause im german Smile

(This post was last modified: 01-23-2012, 10:46 PM by CoReStAtiC.)
01-23-2012, 04:40 PM
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Statyk Offline
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Posts: 4,390
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Joined: Sep 2011
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#2
RE: Im FRUSTRATING -.-

Can you post your .hps?
01-23-2012, 09:37 PM
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palistov Offline
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#3
RE: Im FRUSTRATING -.-

Are you making a full conversion? The only script-related ways to crash Amnesia (that I know of) are:

1) breaking joints on doors/levers via BreakJoint() script
2) infinite loops such as for(;Wink or while loops which do not complete

So check your scripts, and make sure you're not doing any of those. Also try creating a global.hps file and place it in your custom story's maps folder. Only reason I mention this is because I've gotten script-related errors in global.hps even when it doesn't exist, which have caused me to crash.

PHP Code: (Select All)
//in your global.hps put
void OnGameStart(){} 

(This post was last modified: 01-23-2012, 09:56 PM by palistov.)
01-23-2012, 09:56 PM
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CoReStAtiC Offline
Junior Member

Posts: 2
Threads: 1
Joined: Jan 2012
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#4
RE: Im FRUSTRATING -.-

(01-23-2012, 09:56 PM)palistov Wrote: Are you making a full conversion? The only script-related ways to crash Amnesia (that I know of) are:

1) breaking joints on doors/levers via BreakJoint() script
2) infinite loops such as for(;Wink or while loops which do not complete

So check your scripts, and make sure you're not doing any of those. Also try creating a global.hps file and place it in your custom story's maps folder. Only reason I mention this is because I've gotten script-related errors in global.hps even when it doesn't exist, which have caused me to crash.

PHP Code: (Select All)
//in your global.hps put
void OnGameStart(){} 
I have a for loop in my hps File for a Patroulling Grunt which should cycle the path nodes all the time. This script works fine i tested it before the game started to crash so i think thiss is a random Error which occurs by time.
I will try to create a global.hps file and see if this helps Smile


(01-23-2012, 09:37 PM)Statyk Wrote: Can you post your .hps?
void OnStart()
{
AddEntityCollideCallback("Player", "grunt1_activate", "activeGrunt", true, 1);
AddEntityCollideCallback("Player", "scare1_area", "activeScare", true, 1);
AddEntityCollideCallback("Player", "activate_scare1", "sackfall", true, 1);
AddEntityCollideCallback("Player", "activate_show", "afblargh", true, 1);
AddEntityCollideCallback("Player", "grunt1brute1_showposition", "afblargh2", true, 1);
AddEntityCollideCallback("Player", "Frauenschrei", "scream", true, 1);
AddUseItemCallback("", "key_leverroom", "castle_4", "Aufschliessen", true);
SetEntityConnectionStateChangeCallback("lever_2", "leveldoorunlock");
CheckPoint ("", "PlayerStartArea_1", "Checkpoint1", "Death", "DeathHint1");
}

void activeGrunt(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt_1", true);
for (int i = 1; i <13; i++)
{
AddEnemyPatrolNode("grunt_1", "Pathgrunt_1", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_2", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_3", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_4", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_5", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_6", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_7", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_8", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_9", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_10", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_11", 0, "");
AddEnemyPatrolNode("grunt_1", "Pathgrunt_12", 0, "");
}
}

void activeScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("activate_scare1", true);
}

void sackfall(string &in asParent, string &in asChild, int alState)
{
AddPropForce("bag01_4" , 0, 0, -400, "World");
}

void Aufschliessen(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_4", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_4", 0, false);
RemoveItem("key_leverroom");
}

void leveldoorunlock(string &in asEntity, int alState)
{
if (alState == 1)
{
StartScreenShake(0.02f, 0, 0.5f, 1.0f);
SetLevelDoorLocked("level_cellar", false);
return;
}
}

void afblargh(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt1brute1_showposition", true);
}

void afblargh2(string &in asParent, string &in asChild, int alState)
{
ShowEnemyPlayerPosition("grunt_1");
}

void scream(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "21_screams.snt", "Player", 0, true);
}

void Checkpoint1(string &in asName, int alCount)
{
ChangeMap("Keller2.map", "PlayerStartArea_1", "", "");
}

there you are

Ive now got the version of my teampartner and it works fine... im just thinking about that the game missed the mapcache files cause i delte them every time the map is changing (this is logic ^^)
the game does the same error with different reasons. so some time the game is crashing without any error (see the first post), and sometimes it says:
ERROR: Could not open binary file 'c:/program files/steam/steamapps/common/amnesia the dark descent/custom_stories/Custom Story GregorMarco/maps/Archive.map_cache'

so i will decide to restart evry time i think the crash without error will disappear after the global.hps file.

thanks to you
glad i got help

CoReStAtiC


(This post was last modified: 01-23-2012, 10:45 PM by CoReStAtiC.)
01-23-2012, 10:40 PM
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