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Custom Story Crash [HAVING THE PROBLEM ONCE AGAIN]
RawkBandMan Offline
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#1
Custom Story Crash [HAVING THE PROBLEM ONCE AGAIN]

Hello. I made a kinda beta for my map im making, but whenever I try to play it in Amnesia: The Dark Descent, it crashes and gives me the following blackbox error:

Amnesia.exe caused an EXCEPTION_ACCESS_VIOLATION in module
MSVCR71.dll at 001B:7C3417FB, strlen()+0038 byte(s)


I tried messing around with my scripts, but that isn't fixing it. any other ideas? Thanks in advance.

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 08-25-2011, 03:10 AM by RawkBandMan.)
01-12-2011, 02:24 PM
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jens Offline
Frictional Games

Posts: 4,093
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#2
RE: Custom Story Crash

check the hpl.log file in My Documents/Amnesia/ and you should probably see some error hinting what could be wrong.
01-12-2011, 03:01 PM
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RawkBandMan Offline
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#3
RE: Custom Story Crash

(01-12-2011, 03:01 PM)jens Wrote: check the hpl.log file in My Documents/Amnesia/ and you should probably see some error hinting what could be wrong.

I found this line and I think this may be what's wrong.

WARNING: No resources element found in 'custom_stories/Test/extra_english.lang'

What could I do to fix that?


EDIT: I think I fixed it by putting <RESOURCES> and </RESOURCES> in the extra_english.lang, but it still crashes, but the hpl.log says nothing about any warnings or whatever. the final line says something about my profile being loaded. Ill post my extra_english.lang and hpl.log here Smile

extra_english.lang
Spoiler below!
<LANGUAGE>
<RESOURCES>
</RESOURCES>

<CATEGORY> Name="Test">
<Entry> Name="Description>
Mr Testy! </Entry>
</CATEGORY>

Name="Inventory">
<Entry Name="ItemName_RockingKey">Rocking Key</Entry>
<Entry Name="ItemDesc_RockingKey">Key for a door that's just so important</Entry>
</LANGUAGE>

hpl.log

Spoiler below!
Version 1.10
-------- THE HPL ENGINE LOG ------------
Engine build ID 20100818114615

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: 640x400 bpp:32 fs:1 ms:0 gpufmt:2 cap:'Amnesia - The Dark Descent - Loading...' posSad-1x-1)
Setting video mode: 640 x 400 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: ATI Technologies Inc.
Renderer: Radeon X300/X550/X1050 Series (Omega 3.8.442)
Version: 2.1.7169 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 Hardware on SB Audigy Audio [CCA0](OpenAL default)
1. Generic Software on SB Audigy Audio [CCA0]
2. SB Audigy Audio [CCA0]
Trying to open device 'Generic Software on SB Audigy Audio [CCA0]'... 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: 5135 ms
Entities: 822 ms
Compilation: 2 ms
Total: 6058 ms
Meshes created: 25
Bodies created: 5
-------- Loading complete ---------
Setting profile: 'XxRoCkBaNdMaNxX' Path: 'C:\Documents and Settings\Jesse\My Documents/Amnesia/Main/XxRoCkBaNdMaNxX/'



does the ItemDesc_RockingKey have to be the name of the file of the key (rockingkey_1)???

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 01-13-2011, 12:53 AM by RawkBandMan.)
01-13-2011, 12:40 AM
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Tottel Offline
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#4
RE: Custom Story Crash

1. Your resources are empty, you can just remove those. Smile
2. You need to make a category for each subset. 1 for your mod info, 1 for your inventory, ..
Also, be sure to copy it EXACT as it is on the wiki.

Look at my example:
<CATEGORY Name="CustomStoryMain">

and notice how you have an > too many. Same with your <Entry>...
01-13-2011, 01:34 AM
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RawkBandMan Offline
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#5
RE: Custom Story Crash

(01-13-2011, 01:34 AM)Tottel Wrote: 1. Your resources are empty, you can just remove those. Smile
2. You need to make a category for each subset. 1 for your mod info, 1 for your inventory, ..
Also, be sure to copy it EXACT as it is on the wiki.

Look at my example:
<CATEGORY Name="CustomStoryMain">

and notice how you have an > too many. Same with your <Entry>...

Oh okay I think I get it. So It should look like
Spoiler below!
<LANGUAGE>

<CATEGORY Name="Test">
<Entry> Name="Description
Mr Testy! </Entry>
</CATEGORY>

<CATEGORY Name="Inventory">
<Entry Name="ItemName_RockingKey">Rocking Key</Entry>
<Entry Name="ItemDesc_RockingKey">Key for a door that's just so important</Entry>
</LANGUAGE>


If not, what EXCACTLY do I need to change?

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 01-13-2011, 01:42 AM by RawkBandMan.)
01-13-2011, 01:41 AM
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Tottel Offline
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Posts: 307
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#6
RE: Custom Story Crash

<Entry Name="Description">
Mr Test!
</Entry>
01-13-2011, 02:22 AM
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RawkBandMan Offline
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#7
RE: Custom Story Crash

(01-13-2011, 02:22 AM)Tottel Wrote: <Entry Name="Description">
Mr Test!
</Entry>

OMG THANK YOU! But now I get a FATAL ERROR when I start the map. Error is


FATAL ERROR! Could not load script file 'custom_stories/Test/maps/ch01/Race_Beta03.hps'!
main (9,1) : ERR : Expected "," or ";"
main (11,22) : ERR : Expected identifier
main (12, 15) : ERR : Expected indentifier
main (13,1) : ERR : Unexpected token '{'



My Race_Beta3.hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "rockingkey_1", "castle_1", "UsedKeyOnDoor", true) ;
}

void UsedKeyOnDoor("rockingkey_1", "castle_1")
}
SetSwingDoorLocked("castle_1", false, true) ;
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false) ;
RemoveItem("rockingkey_1") ;
{

////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}


I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
01-13-2011, 02:32 AM
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Tottel Offline
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Posts: 307
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#8
RE: Custom Story Crash

You switched around 2 accolades in UsedKeyOnDoor() :p

{
}

not

}
{

EDIT: brrr, also, leave your function name like this:
void UsedKeyOnDoor(string &in asItem, string &in asEntity)

Those things in the brackets are called parameters and they will be filled in when you call the function.
(This post was last modified: 01-13-2011, 02:36 AM by Tottel.)
01-13-2011, 02:34 AM
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RawkBandMan Offline
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Posts: 1,146
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#9
RE: Custom Story Crash

(01-13-2011, 02:34 AM)Tottel Wrote: You switched around 2 accolades in UsedKeyOnDoor() :p

{
}

not

}
{

EDIT: brrr, also, leave your function name like this:
void UsedKeyOnDoor(string &in asItem, string &in asEntity)

Those things in the brackets are called parameters and they will be filled in when you call the function.

IT FINNALY WORKS! Buuuutttt... Sorry If Im making you mad with all my problems. Sad

When I pick up my key, it's supposed to say Rocking Key right? Well I picked it up and it said machine room key instead. and It said It was a key for the machine room instead of a door. I went and tried the key on the door, but It said "Cannot use this item anyway!"
Sad Sorry I'm being a burden again.

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
01-13-2011, 02:48 AM
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Tottel Offline
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Posts: 307
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#10
RE: Custom Story Crash

Make sure the item is named "RockingKey" in the editor.

EDIT: Wauw, I'm being slow today. Also don't forget to close your inventory category again (right above </LANGUAGE>.
(This post was last modified: 01-13-2011, 10:28 AM by Tottel.)
01-13-2011, 10:27 AM
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