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DS world error about half an hour in   
Andio

Andio
United States  

 visit Andio's website: DepecheMoses@last.fm
  10/8/2019

So any time I make a world I get this error about half an hour in

CSE0001: Caught C-style structured exception at 0x0042AB36

EXCEPTION_ACCESS_VIOLATION
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.
Attempt was to read from address 0x00000038

Contained in: "public: void __thiscall SkeletalCreature::SetCurrentPoseString(char *)" in SkeletalCreature.obj
Contained in: "public: void __thiscall SkeletalCreature::MoveTowardsTargetPoseString(void)" in SkeletalCreature.obj
Contained in: "public: virtual void __thiscall SkeletalCreature::Update(void)" in SkeletalCreature.obj
Contained in: "public: void __thiscall AgentManager::UpdateAllAgents(void)" in AgentManager.obj
Contained in: "public: void __thiscall World::TaskSwitcher(void)" in World.obj


I don't really know what most of that means? I'm using the C2 breeds from Mummy's Creatures, if that's relevant.


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ylukyun
Patient Pirate

ylukyun

Manager



  10/8/2019

It's probably those. They're known to cause such errors. Try a world with just ChiChis and see if it still happens.
 
Andio

Andio


 visit Andio's website: DepecheMoses@last.fm
  10/8/2019

Well dang, thanks!

email - twitter - watch this space
 
ylukyun
Patient Pirate

ylukyun

Manager



  10/8/2019

You're welcome. Sucks that those breeds are so unstable. Maybe someone else knows of a fix...
 
GimmeCat

GimmeCat



  10/8/2019

From the stack trace I'd guess one of the breed's poses is bad somehow. Someone who edits C3 breeds should check the ATTs for issues?
 
Andio

Andio


 visit Andio's website: DepecheMoses@last.fm
  10/8/2019

GimmeCat wrote:
From the stack trace I'd guess one of the breed's poses is bad somehow. Someone who edits C3 breeds should check the ATTs for issues?



I was thinking about going in and changing all the sprites to align with the Chichi's ones 'cause I just know nothing about how to do attachments, but that's an extremely labor-intensive process.


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GimmeCat

GimmeCat



  10/8/2019

One thing you could try is deleting the custom breeds' ATTs and using ReSlot to replace them with a default set of ATTs. But you would of course need to make sure you perform a Copy on those files first (so you still have the default set after ReSlot renames them), and also keep in mind that the norns might appear weird in-game as a result of not having their specialized gaits/poses anymore.

(Edit: In fact, doesn't Creatures default to the next-highest slot number if it fails to find appropriate ATTs? In which case, simply deleting the custom ATTs might be enough, no ReSlot required.)

That is a total shot in the dark, but would be comparatively easy to try.

 
Andio

Andio


 visit Andio's website: DepecheMoses@last.fm
  10/9/2019

Well, this is interesting--I force aged each of the six Norns, one by one, to adulthood, and none of them crashed the game; and then I force aged all six of them to adulthood at the same time, and still none of them crashed the game. So it looks like it's not a sprite or attachment issue. Maybe a pose issue? Should I try deactivating any pose that only shows up in adolescence?

EDIT: Spoke too soon, my game did crash! But not immediately, and it was active long enough that I could see none of their sprites were broken.

EDIT2: Wait, also, this error is a little different:
CSE0001: Caught C-style structured exception at 0x0047586A

EXCEPTION_ACCESS_VIOLATION
The thread attempted to read from or write to a virtual address for which it does not have the appropriate access.
Attempt was to write to address 0x08019000

Contained in: "public: void __thiscall DisplayEngine::DrawCompressedSprite(class Position &,class CompressedBitmap *)" in DisplayEngine.obj
Contained in: "public: virtual void __thiscall Sprite::Draw(void)" in Sprite.obj
Contained in: "public: void __thiscall DisplayEngine::Update(class Background *,class DrawableObjectHandler *,bool,bool,struct IDirectDrawSurface4 *)" in DisplayEngine.obj
Contained in: "public: void __thiscall CameraSprite::Update(class Position,bool,bool)" in CameraSprite.obj
Contained in: "public: void __thiscall Camera::Update(bool,bool)" in Camera.obj


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SpaceShipRat

SpaceShipRat



  10/9/2019

Their different positions have different sprites, so it might be that it crashes only when a norn lifts it's arm, or makes a sad face, something like that.
 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  10/9/2019

Any specific breed you are using? It might be a head sprite issue where there aren't enough facial expressions, I think something like this happened when Gaia's head was used on other breeds.

Creator of the TWB/TCB genome base.

 
Andio

Andio


 visit Andio's website: DepecheMoses@last.fm
  10/9/2019

SpaceShipRat wrote:
Their different positions have different sprites, so it might be that it crashes only when a norn lifts it's arm, or makes a sad face, something like that.

Dragoler wrote:
Any specific breed you are using? It might be a head sprite issue where there aren't enough facial expressions, I think something like this happened when Gaia's head was used on other breeds.



As far as I can tell, the problem was solved by turning off the twenty or so genes that add poses from adolescence on--I had a single one in the world for over an hour, I'm testing with all three breeds now though.


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FlyingEttiNorn

FlyingEttiNorn



  10/10/2019

do the C2 breeds have custom genomes? i don't think i've ever actually tried and played with them before
if they do, then maybe the adolescent pose genes are written incorrectly or something

 
Andio

Andio


 visit Andio's website: DepecheMoses@last.fm
  10/10/2019

FlyingEttiNorn wrote:
do the C2 breeds have custom genomes? i don't think i've ever actually tried and played with them before
if they do, then maybe the adolescent pose genes are written incorrectly or something



Just the Chichi genome, which I guess is the "expressive" versions of the standard C3 norn genome? I couldn't get a hybrid of that and the ettin genome to function properly either, even when I did turn off all the poses.

EDIT: So, weirdly, I still get crashes, but only when I have like six norns in a world together? Maybe something to do with hit/push/pull poses?


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FlyingEttiNorn

FlyingEttiNorn



  10/10/2019

i guess the only solution is to fix the offending body data... which would be tedious no matter HOW you go about doing it

try doing what gimmecat said and copy the chichi data over it. maybe that'll work okay?

 
Andio

Andio


 visit Andio's website: DepecheMoses@last.fm
  10/12/2019  1

I've decided I'm just gonna update the sprites to function with Chichi body data. Which I guess will be a lot of work, but less than I'd thought--Chichi sprite images, I believe, are all in the direct center of a square, so I just need to figure out if I should change any dimensional ratios to make them work with standard attachments. Plus they should, in theory, look better crossed with C3DS breeds.

EDIT: PLUS I can use #, $, and % as breed designators, since computers these days can actually handle those in file names!

EDIT: Oh maybe I can't, I can't get the game to read a00#.c16. But I also can't get it to read it as a00x.c16, so hm.

EDIT: Oh no something has gone horribly awry


EDIT: Ok he's better now. I wonder why his body data wasn't being read.


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