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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II This Popular Thread is 220 pages long: 1 30 ... 55 56 57 58 59 ... 60 90 120 150 180 210 220 · «PREV / NEXT»
Lord_BrutalMan
Lord_BrutalMan

Tavern Dweller
posted October 24, 2012 02:01 PM

Is there any way to disable that "cpu performance increase" you've made?
It makes my cpu to work at over 90% when I play and my PC is freezing(screen freezes and only RESET is fixing it), every once in a while...

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Bersy
Bersy


Honorable
Supreme Hero
posted October 24, 2012 05:33 PM

heroes3.ini, CPUPatch = 0.

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Lord_BrutalMan
Lord_BrutalMan

Tavern Dweller
posted October 24, 2012 09:04 PM

Thanks a lot! Appreciate it! Worked like a charm...

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Bersy
Bersy


Honorable
Supreme Hero
posted October 24, 2012 09:19 PM

Welcome

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Siegfried
Siegfried


Famous Hero
posted October 29, 2012 02:18 PM
Edited by Siegfried at 14:31, 29 Oct 2012.

Crash on Linux/Wine

Hi,

really nice idea. But it crashes on Linux/Wine with a memory access error.

Installed Era 2.4 on clean H3 Complete.

Update: I tried another era.dll. This got me slightly further. But it still crashes. Now wine is able to catch that error. The wine debugger gave me this result:

wine: Unhandled page fault on read access to 0x00000000 at address (nil) (thread 0009), starting debugger...
Unhandled exception: page fault on read access to 0x00000000 in 32-bit code (0x00000000).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:00000000 ESP:02b3fe50 EBP:02b3fe88 EFLAGS:00010206(  R- --  I   - -P- )
EAX:00000000 EBX:7b894ff4 ECX:00110064 EDX:00000000
ESI:7ffdf000 EDI:00701000
Stack dump:
0x02b3fe50:  00701012 00701000 7ffdf000 02b3fe88
0x02b3fe60:  02b3fe74 7b894ff4 02b3fef0 02b3fef0
0x02b3fe70:  00000000 7b859cdc 7ffdf000 7bc4bd4a
0x02b3fe80:  7b894ff4 7ffdf000 02b3fec8 7b85af4f
0x02b3fe90:  7ffdf000 00701000 00000000 00000000
0x02b3fea0:  00000000 00000000 00000000 00000000
000c: sel=0067 base=00000000 limit=00000000 16-bit --x
Backtrace:
=>0 0x00000000 (0x02b3fe88)
 1 0x7b85af4f in kernel32 (+0x4af4e) (0x02b3fec8)
 2 0x7bc71db0 call_thread_func_wrapper+0xb() in ntdll (0x02b3fed8)
 3 0x7bc7486d call_thread_func+0x7c() in ntdll (0x02b3ffa8)
 4 0x7bc71d8e RtlRaiseException+0x21() in ntdll (0x02b3ffc8)
 5 0x7bc49f4e call_dll_entry_point+0x61d() in ntdll (0x02b3ffe8)
0x00000000: -- no code accessible --
Modules:
Module Address Debug info Name (81 modules)
PE  230000-  25b000 Deferred        binkw32
PE  260000-  283000 Deferred        ifc20
PE  400000- 293512c Deferred        h3era
PE 10000000-1001b000 Deferred        smackw32
PE 21000000-21058000 Deferred        mss32
ELF 7b800000-7ba15000 Dwarf           kernel32<elf>
 \-PE 7b810000-7ba15000 \               kernel32
ELF 7bc00000-7bcc3000 Dwarf           ntdll<elf>
 \-PE 7bc10000-7bcc3000 \               ntdll
ELF 7bf00000-7bf04000 Deferred        <wine-loader>
ELF 7dd38000-7dd6c000 Deferred        uxtheme<elf>
 \-PE 7dd40000-7dd6c000 \               uxtheme
ELF 7dd82000-7dd88000 Deferred        libxfixes.so.3
ELF 7dd88000-7dd93000 Deferred        libxcursor.so.1
ELF 7de19000-7de43000 Deferred        libexpat.so.1
ELF 7de43000-7de77000 Deferred        libfontconfig.so.1
ELF 7de77000-7de87000 Deferred        libxi.so.6
ELF 7de87000-7de8b000 Deferred        libxcomposite.so.1
ELF 7de8b000-7de94000 Deferred        libxrandr.so.2
ELF 7de94000-7de9e000 Deferred        libxrender.so.1
ELF 7de9e000-7dea4000 Deferred        libxxf86vm.so.1
ELF 7dea4000-7dea8000 Deferred        libxinerama.so.1
ELF 7dea8000-7deca000 Deferred        imm32<elf>
 \-PE 7deb0000-7deca000 \               imm32
ELF 7deca000-7ded1000 Deferred        libxdmcp.so.6
ELF 7ded1000-7ded5000 Deferred        libxau.so.6
ELF 7ded5000-7def6000 Deferred        libxcb.so.1
ELF 7def6000-7defc000 Deferred        libuuid.so.1
ELF 7defc000-7df16000 Deferred        libice.so.6
ELF 7df16000-7e04a000 Deferred        libx11.so.6
ELF 7e04a000-7e05c000 Deferred        libxext.so.6
ELF 7e05c000-7e0ef000 Deferred        winex11<elf>
 \-PE 7e070000-7e0ef000 \               winex11
ELF 7e0ef000-7e105000 Deferred        libz.so.1
ELF 7e105000-7e19f000 Deferred        libfreetype.so.6
ELF 7e19f000-7e1be000 Deferred        libtinfo.so.5
ELF 7e1be000-7e1e0000 Deferred        libncurses.so.5
ELF 7e1fc000-7e2f4000 Deferred        comctl32<elf>
 \-PE 7e200000-7e2f4000 \               comctl32
ELF 7e2f4000-7e35e000 Deferred        shlwapi<elf>
 \-PE 7e300000-7e35e000 \               shlwapi
ELF 7e35e000-7e56f000 Deferred        shell32<elf>
 \-PE 7e370000-7e56f000 \               shell32
ELF 7e56f000-7e591000 Deferred        iphlpapi<elf>
 \-PE 7e580000-7e591000 \               iphlpapi
ELF 7e591000-7e5c3000 Deferred        ws2_32<elf>
 \-PE 7e5a0000-7e5c3000 \               ws2_32
ELF 7e5c3000-7e6f7000 Deferred        wined3d<elf>
 \-PE 7e5d0000-7e6f7000 \               wined3d
ELF 7e6f7000-7e75f000 Deferred        ddraw<elf>
 \-PE 7e700000-7e75f000 \               ddraw
ELF 7e784000-7e7ac000 Deferred        msacm32<elf>
 \-PE 7e790000-7e7ac000 \               msacm32
ELF 7e7ac000-7e821000 Deferred        rpcrt4<elf>
 \-PE 7e7c0000-7e821000 \               rpcrt4
ELF 7e821000-7e929000 Deferred        ole32<elf>
 \-PE 7e840000-7e929000 \               ole32
ELF 7e929000-7e989000 Deferred        advapi32<elf>
 \-PE 7e930000-7e989000 \               advapi32
ELF 7e989000-7ea46000 Deferred        gdi32<elf>
 \-PE 7e9a0000-7ea46000 \               gdi32
ELF 7ea46000-7eb86000 Deferred        user32<elf>
 \-PE 7ea60000-7eb86000 \               user32
ELF 7eb86000-7ec33000 Deferred        winmm<elf>
 \-PE 7eb90000-7ec33000 \               winmm
ELF 7ec33000-7ec4c000 Deferred        version<elf>
 \-PE 7ec40000-7ec4c000 \               version
ELF 7ef85000-7ef92000 Deferred        libnss_files.so.2
ELF 7ef92000-7ef9e000 Deferred        libnss_nis.so.2
ELF 7ef9e000-7efb8000 Deferred        libnsl.so.1
ELF 7efb8000-7efe4000 Deferred        libm.so.6
ELF 7efe5000-7f000000 Deferred        wsock32<elf>
 \-PE 7eff0000-7f000000 \               wsock32
ELF f7432000-f743b000 Deferred        libsm.so.6
ELF f743c000-f7441000 Deferred        libdl.so.2
ELF f7441000-f75eb000 Deferred        libc.so.6
ELF f75ec000-f7607000 Deferred        libpthread.so.0
ELF f7607000-f7610000 Deferred        libnss_compat.so.2
ELF f7623000-f7765000 Dwarf           libwine.so.1
ELF f7767000-f7789000 Deferred        ld-linux.so.2
ELF f7789000-f778a000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
00000008 (D) C:\Programme\3DO\Heroes 3 Complete\h3era.exe
00000009    0 <==
0000000e services.exe
00000025    0
00000024    0
0000001e    0
00000018    0
00000017    0
00000015    0
00000010    0
0000000f    0
00000012 winedevice.exe
0000001c    0
00000019    0
00000014    0
00000013    0
0000001a plugplay.exe
00000020    0
0000001d    0
0000001b    0
00000021 winedevice.exe
00000026    0
00000023    0
00000022    0
00000027 explorer.exe
00000028    0


Since the topmost module is the bink player,and the reason is a null pointer, this may be caused by a resource problem.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2012 02:46 PM

Hi Siegried, nice to see you back.

Unfortunately Linux/Wine is not supported from what I've read. Will work with a virtualized XP.
____________
Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted October 29, 2012 03:17 PM

Nice to see you still active.

So because i do not have any windows version it seems i have to skip era. Maybe have a look at vcmi again.

BTW, as far as i can see this is mainly a problem with wine and the binkw32.dll. Other games using that do crash too.

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Lord_BrutalMan
Lord_BrutalMan

Tavern Dweller
posted October 30, 2012 01:51 PM
Edited by Lord_BrutalMan at 13:52, 30 Oct 2012.

Hey guys,

Sometimes, during battle, when it's the First Aid Tent's turn, the game crashes with this error:



Any ideas, how to fix this, will be appreciated...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 30, 2012 02:52 PM
Edited by Salamandre at 14:53, 30 Oct 2012.

I also had crashes if AI creature is standing next to my tent. First suggestion would be to rename mods/wog revised/data/s/bers pack.erm to bers pack.test, reload game, press F12 and see if still crashes. If still, then is something about enhanced warmachines.
____________
Era II mods and utilities

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Lord_BrutalMan
Lord_BrutalMan

Tavern Dweller
posted October 30, 2012 03:03 PM

Thx Salamandre,

Tried what you've said, but this time, other error showed up:


Guess then, it's a enhanced  war machines problem...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 30, 2012 03:06 PM

Can you upload the save, list of mods enabled and the settings dat you use please?
____________
Era II mods and utilities

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Lord_BrutalMan
Lord_BrutalMan

Tavern Dweller
posted October 30, 2012 03:24 PM
Edited by Lord_BrutalMan at 15:40, 30 Oct 2012.

EDIT:
That fixed the bug!


"Lord_BrutalMan, don't forget to rename back bers pack.erm."

Just did mate.
Thanks a lot for your help Salamandre!


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gnollking
gnollking


Supreme Hero
posted October 30, 2012 03:28 PM

That's a vanilla Heroes 3 bug. The tent does 1 dmg to the hex in front of it, but the crash occurs only if you control the tent yourself, I believe so.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 30, 2012 03:36 PM
Edited by Salamandre at 15:42, 30 Oct 2012.

It never happens vs neutrals, only if enemy hero, so I think is related to scripts checking tents number etc. Saves in win7 are in different folder I recall, just do a search for any .GM1 files and you will find where.

@Lord_BrutalMan, don't forget to rename back bers pack.erm. It can't be war machines plugin, I have same crash and I never use that bin. So far it occurs if one creature is standing next to your tent only.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted October 30, 2012 03:53 PM

Yep, h3 bug. When I replaced tent def with archangel's one, the bug was over. Later itsjustme made updated def for tent which was included in Era, but it seems that it does not work for war machines script. Maybe war machines script change creature type - I don't know.

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Lord_BrutalMan
Lord_BrutalMan

Tavern Dweller
posted October 30, 2012 03:59 PM
Edited by Lord_BrutalMan at 16:06, 30 Oct 2012.

Well, The problem only occurs when it's the First Aid's turn and the player points at the near standing AI unit. If you try to heal your units, everything is okay. The game crashes ONLY, if there is a AI unit next to the First Aid and you point at/click on it.
Wouldn't say it's a big deal...

EDIT:
Salamandre said:
"I usually avoid the problem in important fights by casting fire shield on tent. AI will not attack it then."

Ahahaha, That's a great way to avoid it! No doubt!...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 30, 2012 04:04 PM

I usually avoid the problem in important fights by casting fire shield on tent. AI will not attack it then.
____________
Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted November 04, 2012 05:32 PM

Bersy are you sure it were included? if yes maybe different patching on def is needed for removing tent bug. I suggest filling ALL missing animations with one of tent defending/taking hit - maybe it's trying to use different animation than one injected in the patch.

Also I think changing creature ID seems not a problem until you try shoot with non-shooter ID-wise. It seems patch you included for catapult def works, even with trickies the script for nos-siege-balista does (trick changes creature ID to magog temporary).

I suppose it's same old missing-animation-bug, but since first aid tent is not caster nor shooter nor melee unit but something unique on it's own still it's great chance that's another bug of homm3 so even "more" patched def is not sure to suffice.

From easy ways of patching i can think a few reasons: (1) "somebody" forgot to include patched def so normal attack animation is still missing, (2) not all 3 attack animations were patched so bug occurs only when counterattack from some sides (there are 3 basic animations for attack), (3) somebody mismatched animations in patching - there are different attack animations for 2 hex creatures in def format for some reason, (4) first aid tent is perhaps coded to use another animations for attack such as shooting one or breathing one. So if any of four reasons I pointed here is source of DEF patching not beeing succesful to overcome the bug - filling all missing animations in def with some should suffice.

PS: thinking back the problem may come when switching double-wide flag rather than creature id, so it may be also a bug in script which changges the tent to another cre-id if it is also removing the flag, but my bulky approach would also fix it hence no matter double-wide or not the attack animation will exist. Also since first aid tent is unique in the way it's neither caster nor shooter nor melee there may be some hardcoded things related to the bug (which could make doing workaround harder).

PPS: Hi! I am alive! Sorry to say but my announced to be produced mods will greatly delay it's apperance for not-to-be-said reasons, but I'm not a liar - let's hope some of them will be finished before VCMI would be fully playable, moddable and scriptable (if unfortunately not I will publish some of them for VCMI not ERA, but if waiting for VCMI being "fully complete" is as long as it seems I hope to finish some of my mods quickier as I am also in hope to actually play them). (((Bersy please don't be mad at me for stealing your thread for that announcement, and it's only announcement so I promise I won't make it offtopic campaign)))

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 04, 2012 05:49 PM

Well, it would take you 10 seconds to open lod and check if tent is updated and if animations are right. This was the first thing I checked when bug occurred, so if nobody brings anymore def problem, is because there is nothing wrong with that.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted November 04, 2012 06:32 PM

Hi, majaczek. Val is right about def. It has all animations. And still, would be nice to have a saved game with war machines on and more or less stable hang when mouse is over tent.

Btw, while you were away, the hmm35wog.pac hack was removed and now the game really does not depends on WoG mod except necessary resources. All zvslib1.dll dialogs load resources with mods system in mind.

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