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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 ... 188 189 190 191 192 ... 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 02, 2013 05:22 PM
Edited by Salamandre at 18:27, 02 Mar 2013.

It is not complicate script, basic commands. Just open the whole map, for water/terrain specifics just wait a few more months ;)

For previous script, loop works correctly for all OV ID's except for trees of knowledge. I get this:

ERM syntax Error.
File: erm
Line: 7252
Reason:
"HE:V"-wrong object index (0...32).


The OB:C returns -65536, then -65531 then -53373 and more garbage.


Edit: solved

I have to use their receiver to get the right number:

!?FU251115;
;x1= OV ID
;x2= OB ID
!!UN:Ux2/-1/-1/1; [OV at coordinates in v1/v2/v3]
!!TRv1/v2/v3:V?i; check visibility for purple player
!!VRi:&32;
!!if&i=32:;
!!OW:A-1/?y1; Get active hero
!!IF&y1<0:M^You must choose one hero!^;
!!VRx16&y1<0:S999;
!!FU&y1<0:E; Exit if no hero
  !!if&x2=102:; [if trees of knowledge]
  !!KTv1/v2/v3:N?y2;
  !!en:;
  !!if&x2<>102:; [if others]
  !!OBv1/v2/v3:C?y2; Get number
  !!en:;
!!HEy1:Vx1/y2/?y3; Visited?
!!FU&y3=1:E;
!!UN:Lv1/v2/v3/100;  stop view on for one second
!!IF:Q1^Next one?^;
!!VRx16&-1:S999;
!!en:;


Which confirms with ONE exception:

Quote:
The Object Control word, described under the OB receiver is equal to the number of the object on the map for all the objects listed above



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JimV
JimV


Responsible
Supreme Hero
posted March 02, 2013 06:37 PM
Edited by JimV at 18:40, 02 Mar 2013.

I understood a previous commenter (Seigfried) to say that he had tested all the HE:V objects and found that OB:C gave their number - my mistake. The KT command will give the number:

!!KT28/17/0:N?v1; get number of Tree at 28/17/0

"I want to make Cartographers reset each week (or month, haven't decided yet) so when you open a map but then later someone visits a Cover of Darkness you can use them again."

I remind people again that I am not a mind-reader and can only understand all the details of people's objectives if they state them completely (if then). Otherwise I tend to take them literally. Computers act much the same way, but then I think we are biological computers.

P.S. I spent so much time staring at that post and trying to decide if it was offensive before submitting it that I didn't see Salamandre's next post above.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 02, 2013 06:41 PM
Edited by Salamandre at 18:47, 02 Mar 2013.

This recalls me the guy who made a thread earlier asking script that wandering enemies (no heroes!) are packed or spread depending on ID. Where are the telepaths?
____________
Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted March 02, 2013 07:01 PM

Quote:
I remind people again that I am not a mind-reader and can only understand all the details of people's objectives if they state them completely (if then). Otherwise I tend to take them literally. Computers act much the same way, but then I think we are biological computers.


I truly understand your "OS requirements" but come on, the one in necro town is called cover of darkness too. You don't have to carry it to the "Dustin Hoffman counting the cards" level.

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JimV
JimV


Responsible
Supreme Hero
posted March 02, 2013 07:28 PM

My problem is that I can usually find a possible interpretation, but it is usually wrong. I think the thread is asking for a way to take a band of neutral monsters and make them all be in one stack when they are fought or else split up into some number of battle stacks. Except that there would be no need for the word "wandering" in that case unless the writer only wanted this to apply to Wandering Monsters (which are possible in ERM but only move one square per day) instead of all Monsters. In any case, many details are left unspecified (which types of monsters, how many stacks, etc.).

As I interpret it, it would use the following commands:

!?BA0&1000; (start-of-battle trigger, human battles only)

(use BA:H1/? to check for a defending Hero, -2=none)
(use FU:E conditioned on the above result to exit if there is a defending Hero; otherwise the battle is either against neutral Monsters or a Local Event or a Pandora's Box or a guarded object)
(use BA:M0/?/? M1/?/? ... M6/?/? to get the type of creature and the numbers of creatures in each troop slot)
(check each slot type against the type in slot 0; if there is a slot which contains different creatures and they are not the upgrade of the first creature (e.g., tn/2=t0/2), then this must be a battle against specified guards rather than a single band of neutral monsters, so I would exit with a conditioned FU:E)
(There are other checks which could be made, but I would be satisfied to proceed with stack re-formation at this point.)
(Okay, add up all the slot counts and divide them up according to unspecified rules, and use BA:M0 - M6 to reform the slots into many or one.)

But I would be foolish to offer such a script, since the chances would be 100:1 that it would not be exactly what the person wanted.

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JimV
JimV


Responsible
Supreme Hero
posted March 02, 2013 07:33 PM

Quote:
... come on, the one in necro town is called cover of darkness too.


It can't be visited, as was specified. I know of some people who would object to having a feature of their Necropolis, which they used resources to build, easily vacated.

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TaleOrgana
TaleOrgana


Known Hero
Unknown Warrior from the North
posted March 02, 2013 08:10 PM
Edited by TaleOrgana at 20:10, 02 Mar 2013.

Few Retarded questions,
Is possible to make more then 2 upgrades for creatures and
how to make to you don't have any resources?

Sorry for asking
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JimV
JimV


Responsible
Supreme Hero
posted March 02, 2013 09:46 PM

Possible for more than two upgrades: yes, there are at least two possiblities:

1) Get someone who has read ERM Help and practiced to do the work for you.

2) Read and do the turorials in ERM Help, to learn how to write ERM scripts, then read all the commands to learn what commands can be used in ERM scripts. For example, the MA:U command:

-----------ERM Help excerpt---------------
U#/$;  Monsters can be upgraded to any other monster at a hill fort (or hill fort dialogue box) or at any town where that monster could normally be upgraded.

Monster # (Format C) will be upgraded to a monster $.
If $=-2, do not upgrade, $=-1, use the default upgrade.

Comments:
You can set a sequence to upgrade:
!#MA:U0/1U1/2U2/3U3/4.....
It looks funny and you can upgrade them all. If you set a circled sequence of the same level creatures, the player can choose the best creature set (town) to play with. You can use a loop (it's fast) to go through all creatures and set an upgrade for each (to the next) in sequence.

In a town, you can only upgrade what you could normally upgrade. So you could set Pikemen to be upgraded to any other creature but they can only be upgraded in a Castle town or at a hill fort. If you set Halberdiers to be upgraded to another creature, this will only work at a hill fort since there's no normal town upgrade allowed for them.
-----------excerpt ends--------------------

To remove all resources from a player, open the map in the Map Editor, go to Tools/Specifications/Timed Event and add an event which applies to that player (or players) on Day One (or any day you choose) which takes away as much of each resource as it is possible for that player to have at that point (if the result of the subtraction is negative it will be truncated to zero).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2013 03:26 PM
Edited by Salamandre at 01:41, 05 Mar 2013.

@Artu, try this as mod.

ZVSE

!#TM92:S1/999/28/255; [timer 92, every 28 days, all players, change value of reset (28 days)]

!?TM92;
!!VRy1:Sc; [get day]
;run first day
!!if&y1=1:; [only first day]
!!OW:C?y1; [get current player]
!!OW:Iy1/?y2;  [get if AI or human]
!!FU&y2<>0:E;  [exit if AI]
!!UN:U13/-1/?y-1; [get cartographers number]
!!VRv1:S-1;
!!DO567890/1/y-1/1:P13/y2;  [run through each one]
!!en:;
;run every 28 days
!!if&y1>1:; [starting with 28th day]
!!OW:C?y1; [get current player]
!!OW:Iy1/?y2;  [get if AI or human]
!!FU&y2<>0:E;  [exit if AI]
!!UN:U13/-1/?y-1; [get cartographers number]
!!VRv1:S-1;
!!DO567891/1/y-1/1:P13;  [run through each one]
!!en:;

!?FU567890;
;x2 current human player
!!UN:Ux1/-1/-1/1; [cartographer coordinates in v1/v2/v3]
!!OBv1/v2/v3:Dx2; [disable cartographers for human player(s) only]

!?FU567891;
!!UN:Ux1/-1/-1/1; [cartographer coordinates in v1/v2/v3]
!!POv1/v2/v3:N0; [set square value to 0]

!?OB13&1000; [when human visits one]
!!PO998:N?v1; [check square value]
!!IF&v1=15:M^Sorry, we will open next month [add custom text]^;
!!FU&v1=15:E;  [exit if square value is 15]
!!OW:R-1/6/?y4; [check gold]
!!IF&y4<1000:M^Sorry, my services cost 1000 gold^;
!!FU&y4<1000:E;
!!UN:X?y1/?y2; [get size of map]
!!VRy3:Sy1:2; [find middle of map]
!!VRy5:Sy3+30; [add 30 to show corners]
!!OW:C?y4;  [check current player]
!!UN:Sy3/y3/0/y4/y5;  [open upper level]
!!UN&y2>0:Sy3/y3/1/y4/y5; [open underground if there is one]
!!OW:R-1/6/d-1000; [take money]
!!IF:M^Opens the map [add custom text]^;
!!PO998:N15;  [change square value to 15]

Change timer ID depending on which mod you use. TM92 is unclaimed for wog, it will work with.
____________
Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted March 03, 2013 05:27 PM

The above looks like an excellent job. Meanwhile and coincidentally, it occurred to me that, as I understand its workings, if I were programming the Cartographer I would have a one-byte set of bit flags (1=Red, 2=Blue, 4=Tan, etc. - similar to the MA:X bit flags) and set or unset the bit flag for a player when that player visited and used any Cartographer anywhere on the map. So I did a memory search, starting with the assumption that the bits start at zero and are set as a Cartographer is visited.

That seems to be the case, in all my trials so far, under Era 2. I found the bit flags at [0x83FBBC]+0x45B = [8,649,660]+1,115.

Example:

ZVSE

* TestCartographerRefresh, JHV, March 2013

!$OB13/1&1000; land Cartographer
!!UN:C8649660/4/?v2;
!!VRv2:+1115; (Era 2 tested only)
!!UN:Cv2/1/0; set unvisited by all (could be restricted to current player)

I would be inclined to add a counter for the number of times each player visits and increase the price per visit, so as not to unduly cheat the Necropolis owners, but that's me. I also worried that an AI player might be monitoring the bit-flags to see if it has visited a Cartographer and get into a loop of visits until it ran out of gold, so I used the &1000 condition. Further testing with AI's might determine that the condition is not necessary.

There have been several times that I have worked on a difficult ERM script only to have OxFEA or Bersy blow it away with some simple UN:C magic, so I emphasize that what Salamandre did was more impressive in thought and effort (and is not subject to memory address changes which occurred between WoG 3.58f and WoG 3.59 and may occur again).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2013 05:39 PM
Edited by Salamandre at 17:42, 03 Mar 2013.

Quote:
effort


Umm, it does not use advanced arithmetics so it took me 5 minutes (+5 to write comments so he gets how is done), basic commands. Anyway, let's hope it is what he wanted.

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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted March 03, 2013 08:24 PM

Disable Cover of Darkness being built in Necropolis

I have tried without no succsess to make an ERM that will disable Cover of darkness in all Necropolis.

I make random maps and since AI/Computer becomes more or less retarded when theese are built by other AI´s/Computers I want them removed at the creation of the Random maps.

Is there a kind and smart soul out here who can make that for me?
*Fingers crossed*

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JimV
JimV


Responsible
Supreme Hero
posted March 03, 2013 08:42 PM
Edited by JimV at 20:47, 03 Mar 2013.

Quote:
I have tried  to make an ERM that will disable Cover of darkness in all Necropolis.


I assume you know about these commands (ERM Help, CA receiver):

B2/$; Demolish the $ structure (see Building list)
B3/$; Check if the $ structure built (in flag 1) (see Building list)
B5/$; Disable to build the $ structure (see Building list)


You would also need the UN:U command to search for all Necropolis Towns. I think this could be done under a PI trigger, although a Day One Timer might be safer. The Emerald Tower script (see excerpt a page or so back in this thread) contains an example of using a UN:U search in a DO-loop to process all objects of certain type and subtype (ERM Help will give you these numbers for Necropolises - type 98 subtype I-forget).

Give it another try, and if you still have problems, post what you did for suggestions.

P.S. According to ERM Help, it is the "Veil of Darkness".



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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted March 03, 2013 09:07 PM
Edited by blackstomper at 21:08, 03 Mar 2013.

Quote:
Quote:
I have tried  to make an ERM that will disable Cover of darkness in all Necropolis.


I assume you know about these commands (ERM Help, CA receiver):

B2/$; Demolish the $ structure (see Building list)
B3/$; Check if the $ structure built (in flag 1) (see Building list)
B5/$; Disable to build the $ structure (see Building list)


You would also need the UN:U command to search for all Necropolis Towns. I think this could be done under a PI trigger, although a Day One Timer might be safer. The Emerald Tower script (see excerpt a page or so back in this thread) contains an example of using a UN:U search in a DO-loop to process all objects of certain type and subtype (ERM Help will give you these numbers for Necropolises - type 98 subtype I-forget).

Give it another try, and if you still have problems, post what you did for suggestions.

P.S. According to ERM Help, it is the "Veil of Darkness".




VEIL of Darkness.../facepalm
I never get the name right
This is what I have guessed by guidence from others

Quote:

ZVSE
!?PI;
!!VRv3:S-1;      initialize map search
!!UN:U98/4/?v2;  get the number of Necropolises on the map
!!DO1/1/v2/1:P;  loop through them
!?FU1;
!!UN:U98/4/-1/3; find the next one
!!CA3:B5/17;     forbid it from building a Veil of Darkness



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 03, 2013 09:08 PM
Edited by Salamandre at 21:10, 03 Mar 2013.

Quote:
blackstomper

Tavern Dweller
Member of the old Wog-team


Must be very very old then if CA, DO, UN and FU weren't invented



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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted March 03, 2013 09:11 PM

Quote:
[
Quote:
blackstomper
Tavern Dweller
Member of the old Wog-team


Must be very very old then if CA wasn't invented



Indeed
I did a few objects (new chests, mithrill and blue tower for example)
Mostly I did "real game testing" aka playing with the new ERMS created by others and gave feedback and suggestions.
No ERM coding what so ever

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JimV
JimV


Responsible
Supreme Hero
posted March 03, 2013 09:27 PM

That looks reasonable to me, except for one possible problem. Did you test it?

The problem is, you forgot to check the ERM Help List of the Claimed:

Functions (1-30000):
FU1-FU47, ...

So whichever WoG script it is that already uses FU1 will execute your version of FU1, and your script will execute its version, with unpredictable, but probably not good, results. It would be better to use an unclaimed FU-number, unless you don't wogify.

Other nicities would include testing to see if a Necropolis has a Veil of Darkness already built (and if so demolishing it), and verifying something which I believe but have never tested, which is that if the number of Necropolises is zero the DO will not execute. Perhaps neither of these events will occur in a random map, in which case they are unnecessary.

Thank you for your work on WoG.

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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted March 03, 2013 09:38 PM
Edited by blackstomper at 21:49, 03 Mar 2013.

Quote:
That looks reasonable to me, except for one possible problem. Did you test it?

The problem is, you forgot to check the ERM Help List of the Claimed:

Functions (1-30000):
FU1-FU47, ...

So whichever WoG script it is that already uses FU1 will execute your version of FU1, and your script will execute its version, with unpredictable, but probably not good, results. It would be better to use an unclaimed FU-number, unless you don't wogify.

Other nicities would include testing to see if a Necropolis has a Veil of Darkness already built (and if so demolishing it), and verifying something which I believe but have never tested, which is that if the number of Necropolises is zero the DO will not execute. Perhaps neither of these events will occur in a random map, in which case they are unnecessary.

Thank you for your work on WoG.


Ok, I changed the FU to 2818
But it still crashes
EDIT; And as a "bonus" there is a script starting at the creation of the map were I should choose between 2 gold piles for a chance to get a bonus. That isnt there if I remove my script so they must interfer with each other

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JimV
JimV


Responsible
Supreme Hero
posted March 03, 2013 09:54 PM
Edited by JimV at 21:58, 03 Mar 2013.

Without any specific information about the crash, I have to guess. My guess is that PI is too soon to work on Towns, in which case you will have to change to a day-one Timer. If you are wogifying, I recommend Tobyn's Universal Timer:

!?TM2&v2392=1/v2391=1; day=1, once=1, requires Universal Timer from script00

It is also good when a script isn't working to add "debug" displays to see what is happening, e.g.,

!?FU2818;
...
!!IF:M^x16=%X16, v2=%V2, v3/v4/v5=%V3/%V4/%V5^;
...

Update - your edit happened while I was typing this so I didn't see it. It sounds like you have some additional scripts besides the standard WoG ones (perhaps the WoG unofficial update which added more Claims but didn't put them in ERM Help). You could check all your scripts for unused FU numbers, try another random FU #, or upload a saved game or email it to me and I can search it for unused FU numbers.

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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted March 04, 2013 04:14 PM

Thanks for your help but it seems I am just wildy guessing here
I changed the FU again, into 9696, but it still crashes while creating the map.
And it still gives the "choose your gold pile" window.
And when restarting map, without my faulty ERM, its not there. So its defenatly connected.
Here is a wall of text, crashlog
Quote:
Time Stamp: Mon Mar 04 15:08:15 2013


Map Saved with:

WoG Version: 3 . 58f
Built on Oct 24 2004

******************************_Exception_(trace_details)_******************************
### Location: 1 : 8807
### Location: 1 : 8747
### Location: 1 : 6238
### Location: 1 : 652
***** Context (100 chars) *****
;  loop through them
!?FU9696;
!!UN:U98/4/-1/3; find the next one
!!CA3:B5/17;     forbid it from b
***********************
### Location: 1 : 8796
### Location: 1 : 8747
### Location: 1 : 6238
### Location: 1 : 518
***** Context (100 chars) *****
;       [If flag 406 is true, call Function 2 with dummy parameter (0)]


----------------------
***********************
### Location: 1 : 8796
### Location: 1 : 8747
### Location: 1 : 6238
### Location: 1 : 3256
***** Context (100 chars) *****
;       [Reduce player's gold by $stake$]
!!VRw41&$result$<=30/w41>1:-2;  [If hero loses game, red
***********************
### Location: 4 : 326
### Location: 4 : 1823

EIP = {0x00403F10},  Access Violation. Attempt to {read} the inaccessible data at {0x0000005C}

The Latest Executed ERM Receiver:

OW&$result$<=30:R-1/6/d$stake$;       [Reduce player's gold by $stake$]
!!VRw41&$result$<=30/w41>

Register Context:


EAX = 0x00000001
EBX = 0x05BB0048
ECX = 0x00000000
EDX = 0x00000001
ESI = 0x000001FF
EDI = 0x00697437
EBP = 0x00284238
ESP = 0x00284238

Stack Frame:

0x00284238 : 0x00284254
0x0028423C : 0x00711CAE
0x00284240 : 0x00000001
0x00284244 : 0x00000001
0x00284248 : 0x00697437
0x0028424C : 0x000001FF
0x00284250 : 0x05BB0048
0x00284254 : 0x0028426C
0x00284258 : 0x0070F5E7
0x0028425C : 0x00697437
0x00284260 : 0x000001FF
0x00284264 : 0x05BB0048
0x00284268 : 0x05BD0BCC
0x0028426C : 0x002842CC
0x00284270 : 0x00733E24
0x00284274 : 0x00000000
0x00284278 : 0x00000006
0x0028427C : 0x00007530
0x00284280 : 0x00697437
0x00284284 : 0x000001FF
0x00284288 : 0x05BB0048
0x0028428C : 0x002844F8
0x00284290 : 0x0000003B
0x00284294 : 0x00000001
0x00284298 : 0x00000011
0x0028429C : 0x00000000
0x002842A0 : 0x05BFDF60
0x002842A4 : 0x0000000B
0x002842A8 : 0x002842C4
0x002842AC : 0x0073C907
0x002842B0 : 0x00000006
0x002842B4 : 0x000001FF
0x002842B8 : 0x05BB0048
0x002842BC : 0x000F5A01
0x002842C0 : 0x00000002
0x002842C4 : 0x002842D8
0x002842C8 : 0x00007530
0x002842CC : 0x00284820
0x002842D0 : 0x007459FA
0x002842D4 : 0x00284452
0x002842D8 : 0x00000003
0x002842DC : 0x00B5E2B0
0x002842E0 : 0x002844F8
0x002842E4 : 0x00697437
0x002842E8 : 0x000001FF
0x002842EC : 0x05BB0048
0x002842F0 : 0x00000000
0x002842F4 : 0x00000001
0x002842F8 : 0x00000000
0x002842FC : 0x00000000
0x00284300 : 0x00000000
0x00284304 : 0x00000001
0x00284308 : 0x00000000
0x0028430C : 0x0000574F
0x00284310 : 0x00000000
0x00284314 : 0x00000000
0x00284318 : 0x00000000
0x0028431C : 0x00000000
0x00284320 : 0x00000000
0x00284324 : 0x00000000
0x00284328 : 0x00000000
0x0028432C : 0x00000000
0x00284330 : 0x00000000
0x00284334 : 0x00000000
0x00284338 : 0x00000000
0x0028433C : 0x00000000
0x00284340 : 0x00000000
0x00284344 : 0x00000000
0x00284348 : 0x00284368
0x0028434C : 0x0716C2A4
0x00284350 : 0x0716C2A4
0x00284354 : 0x0716C2A4
0x00284358 : 0x0743004C
0x0028435C : 0x00000000
0x00284360 : 0x000FB5AD
0x00284364 : 0x00000000
0x00284368 : 0xFA94EE80
0x0028436C : 0x00000203
0x00284370 : 0x00000000
0x00284374 : 0x0716C2A4
0x00284378 : 0x0743004C
0x0028437C : 0x00000200
0x00284380 : 0x002844E0
0x00284384 : 0x69EAFE1C
0x00284388 : 0x00284514
0x0028438C : 0x002845E4
0x00284390 : 0x69EAFF80
0x00284394 : 0x07171F64
0x00284398 : 0x002844F0
0x0028439C : 0x002843F0
0x002843A0 : 0x00000000
0x002843A4 : 0x08DB3CD4
0x002843A8 : 0x002844FC
0x002843AC : 0x0716C2A4
0x002843B0 : 0x00000000
0x002843B4 : 0x08DB3CD4
0x002843B8 : 0x00000000
0x002843BC : 0x00000000
0x002843C0 : 0x00000000
0x002843C4 : 0x0716C2B4
0x002843C8 : 0x7169222E
0x002843CC : 0x00000000
0x002843D0 : 0x00000000
0x002843D4 : 0x00000000
0x002843D8 : 0x00000001
0x002843DC : 0xFFFFFFFF
0x002843E0 : 0xFFFFFFFF
0x002843E4 : 0x0001B986
0x002843E8 : 0x00000000
0x002843EC : 0x00000108
0x002843F0 : 0x05BFDF60
0x002843F4 : 0x00000014
0x002843F8 : 0x00000001
0x002843FC : 0x00004000
0x00284400 : 0x05BFDFFC
0x00284404 : 0x00000200
0x00284408 : 0x00000000
0x0028440C : 0x00000000
0x00284410 : 0x00000000
0x00284414 : 0x00000000
0x00284418 : 0x00000320
0x0028441C : 0x00000258
0x00284420 : 0x00000000
0x00284424 : 0x08DB3CD4
0x00284428 : 0x00000000
0x0028442C : 0x097F0028
0x00284430 : 0x00000640
0x00284434 : 0x00000010
0x00284438 : 0x00000017
0x0028443C : 0x00000320
0x00284440 : 0x00000258
0x00284444 : 0x00000000
0x00284448 : 0x00000000
0x0028444C : 0x00000000
0x00284450 : 0x00000000
0x00284454 : 0x00000000
0x00284458 : 0x00000000
0x0028445C : 0x00000000
0x00284460 : 0x00000000
0x00284464 : 0x00000000
0x00284468 : 0x00000000
0x0028446C : 0x00000000
0x00284470 : 0x00000000
0x00284474 : 0x00000000
0x00284478 : 0x00000000
0x0028447C : 0x00000000
0x00284480 : 0x00000000
0x00284484 : 0x00000000
0x00284488 : 0x00000000
0x0028448C : 0x00000000
0x00284490 : 0x00000000
0x00284494 : 0x00000000
0x00284498 : 0x00000000
0x0028449C : 0x00000000
0x002844A0 : 0xFFFFFFFF
0x002844A4 : 0x05BE5F78
0x002844A8 : 0x00000000
0x002844AC : 0x00000000
0x002844B0 : 0x00000000
0x002844B4 : 0x00000000
0x002844B8 : 0x0743004C
0x002844BC : 0x07171F44
0x002844C0 : 0x02A12E38
0x002844C4 : 0x00000000
0x002844C8 : 0x00000000
0x002844CC : 0x00000000
0x002844D0 : 0x002844EC
0x002844D4 : 0x69EF64FC
0x002844D8 : 0x00000000
0x002844DC : 0x8950D108
0x002844E0 : 0x00284514
0x002844E4 : 0x734D4537
0x002844E8 : 0x0716C2A4
0x002844EC : 0x002844FC
0x002844F0 : 0x02A12E78
0x002844F4 : 0x00284752
0x002844F8 : 0x0000000E
0x002844FC : 0x0D37BFDF
0x00284500 : 0x0000000F
0x00284504 : 0x00000000
0x00284508 : 0x00000000
0x0028450C : 0x00000001
0x00284510 : 0x00000000
0x00284514 : 0x00284634
0x00284518 : 0x71696E20
0x0028451C : 0x00000000
0x00284520 : 0x02A12E38
0x00284524 : 0x00000000
0x00284528 : 0x00284708
0x0028452C : 0x02A169F8
0x00284530 : 0x00000000
0x00284534 : 0x00000000
0x00284538 : 0x00284548
0x0028453C : 0x734D6311
0x00284540 : 0x02A12E38
0x00284544 : 0x00284560
0x00284548 : 0x002846C0
0x0028454C : 0x8950D7CC
0x00284550 : 0x002846C0
0x00284554 : 0x69EF623B
0x00284558 : 0x07171F44
0x0028455C : 0x0743004C
0x00284560 : 0x00000108
0x00284564 : 0x00000000
0x00284568 : 0x0000000B
0x0028456C : 0x00000014
0x00284570 : 0x02B50000
0x00284574 : 0x766CE977
0x00284578 : 0x7169259F
0x0028457C : 0x02A12E40
0x00284580 : 0x0743004C
0x00284584 : 0x80004005
0x00284588 : 0x07171F44
0x0028458C : 0x00000000
0x00284590 : 0x002845A0
0x00284594 : 0x734D62F7
0x00284598 : 0x02A12E38
0x0028459C : 0x002845C0
0x002845A0 : 0x002846D4
0x002845A4 : 0x69EAEF86
0x002845A8 : 0x02A165E0
0x002845AC : 0x002845C0
0x002845B0 : 0x08DB38F0
0x002845B4 : 0x0716C2A4
0x002845B8 : 0x0743004C
0x002845BC : 0x00000000
0x002845C0 : 0x40000780
0x002845C4 : 0x00000000
0x002845C8 : 0x029DC178
0x002845CC : 0x0752FD9C
0x002845D0 : 0x00000000
0x002845D4 : 0x00000000
0x002845D8 : 0x00000000
0x002845DC : 0x00000001
0x002845E0 : 0x00000000
0x002845E4 : 0x00000000
0x002845E8 : 0x00000000
0x002845EC : 0x76073E0D
0x002845F0 : 0x00000000
0x002845F4 : 0x00000000
0x002845F8 : 0x00000003
0x002845FC : 0x00000000
0x00284600 : 0x02A12270
0x00284604 : 0x00284630
0x00284608 : 0x716999DC
0x0028460C : 0x1000C200
0x00284610 : 0x00000840
0x00284614 : 0x02A12260
0x00284618 : 0x00284660
0x0028461C : 0x029ECA68


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