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!IMPORTANT! New test patch for gamepad/dll issues
plutomaniac Offline
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#11
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

(09-12-2013, 06:36 AM)eskrow Wrote: I tried to run this and got

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aamfp_sdl2.exe - System Error
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The program can't start because zlibwapi.dll is missing from your computer. Try reinstalling the program to fix this problem.

How can everything you do be so consistently wrong?

Don't run the .exe file from the desktop or similar. You need to place it inside the game directory as said at first post.
09-12-2013, 10:01 AM
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someone972 Offline
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#12
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

I'm not sure if it will help any, but I've narrowed down the time when it hangs for me to a specific point. When the sound is not working, it hangs at the call to SDL_WaitThread between "Stopping updater thread" and "Deleting sources", which is called from the sound shutdown function. When the sound does work it gets by it fine. I've still not determined what it is that makes the sound work some times and not others.
09-12-2013, 10:38 AM
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jens Offline
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#13
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

Have you tried to remove/delete the My Documents/Amnesia/Pig folder to make sure what happens if you have no previous setting files. Just to make sure you have tried this as well as I could not tell for certain.
09-12-2013, 10:42 AM
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someone972 Offline
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#14
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

Just tried deleting the Pig folder as you said and it had the no-sound/hanging issue the first run. I'm still trying to determine if it's a problem on my end or something wrong with the game, although I've never had any issues like this with Dark Descent or anything else.
(This post was last modified: 09-12-2013, 10:45 AM by someone972.)
09-12-2013, 10:45 AM
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jens Offline
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#15
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

I think I have gathered from the rest that you have a clean install of the game, with no modifications, beyond the added patch from this thread and that this happens without trying to force hardware? Again just making sure I understood it all correctly!
09-12-2013, 10:46 AM
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someone972 Offline
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#16
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

That is correct. Interestingly enough, both hardware and software work when it actually decides that it wants to have sound.

EDIT: Not sure if it's relevant but I had to delete xinput1_3.dll, msvcr100.dll and msvcp100.dll because it was saying they were invalid windows dlls.
(This post was last modified: 09-12-2013, 10:50 AM by someone972.)
09-12-2013, 10:49 AM
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jens Offline
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#17
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

Those dlls should be removed by Steam if you run it, we pushed out an update during the night that removed those 3 dll and added the sdl2 and sdl2 driven exe instead.
09-12-2013, 10:58 AM
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someone972 Offline
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#18
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

Perhaps another fresh install is in order. That probably explains why the regular aamfp.exe is exhibiting the same behavior as the sdl2 one linked here.
09-12-2013, 11:10 AM
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plutomaniac Offline
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#19
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

Maybe this is an individual issue because, even though I have the game updated from steam, I tried this .exe and sound was working perfectly fine.
09-12-2013, 11:18 AM
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someone972 Offline
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#20
Solved: 10 Years, 10 Months ago RE: !IMPORTANT! New test patch for gamepad/dll issues

It may very well be so. Is there a way to enable the OpenAL wrapper log through the config files by chance?

EDIT: It seems to work most of the time, so it shouldn't be an issue if nobody else is having it. I'd still be interested in figuring out why it's happening though.

I've further narrowed down the problem I'm having and have partially determined when it fails to play sound. I added a trace to the callback used in the sound updater thread, in the part of the loop where it first calls SDL_LockMutex. When the sound does play, that section of the code is repeatedly executed until the program shuts down. When the sound fails to play that section of code is only executed twice and then is not executed at all. This is presumably why it hangs on SDL_WaitThread when it's shutting down since the thread callback is not returning. I'm not exactly sure where in the callback it is getting stuck, but something must be amiss.

EDIT: I added a trace right before the callback returns to be sure that it wasn't ending prematurely. When the sound works it triggers the trace at shutdown, but when the sound does not work the trace does not get triggered at all, so the function must not be returning.
(This post was last modified: 09-12-2013, 12:15 PM by someone972.)
09-12-2013, 11:28 AM
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