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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »SPV3 Bug-Free Tagpack Progress #1 & error in Sapien when loading ai

Author Topic: SPV3 Bug-Free Tagpack Progress #1 & error in Sapien when loading ai (5 messages, Page 1 of 1)
Moderators: Dennis

Sargent 0
Joined: Nov 21, 2017

Accurate Depiction of me. ↑


Posted: Dec 7, 2017 12:17 AM    Msg. 1 of 5       
All of SPV3's weapons and powerups are fixed(excluding armor abilities. I don't know how to get them to load properly. It's not that its corrupt. Whenever I place them down in OS_sapien, and load them into the game, they show up like this "https://imgur.com/a/piO9r") Currently, I am making a video showing all the weapons(including prototype weapons), grenades and powerups,from SPV3's files. I'll update this thread later. Around 85% of brute actor variants have been fixed (It's just shredder-brute actor variants I'm having a problem with) and 5-10% of all elite actor variants have been fixed and tested(All elite minors are debugged. I'm focused on fixing brutes and equipment) Again, I'll update this thread when I post videos on youtube.

Sapien crashes, when I place down any brute-shredder actor varients in Sapien. The Shredder's sounds work perfectly. It is in the same test map as brute-shredder actor variants. So I don't know why this isn't working for me. Recompiling the sounds doesn't help either, but I'm not really sure though, I might have done it wrong. If the error does include recompiling sounds, then please provide a detailed and intricate tutorial about how to recompile sounds. Here is the error, from the debug file.
>
12.06.17 22:40:06 sapien pc 01.00.09.0620 ----------------------------------------------
12.06.17 22:40:06 reference function: _write_to_error_file
12.06.17 22:40:06 reference address: 401b13
12.06.17 22:40:06 CreateDevice succeeded with refresh rate = 0
12.06.17 22:40:06 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
12.06.17 22:40:07 Increasing sound decompression buffer size to 1048576 bytes
12.06.17 22:41:06 EAX: 0x00000000
12.06.17 22:41:06 EBX: 0x23F52E01
12.06.17 22:41:06 ECX: 0x00000000
12.06.17 22:41:06 EDX: 0x00000000
12.06.17 22:41:06 EDI: 0x0019F0F0
12.06.17 22:41:06 ESI: 0x00000000
12.06.17 22:41:06 EBP: 0x0019EFC8
12.06.17 22:41:06 ESP: 0x0019EFBC
12.06.17 22:41:06 EIP: 0x772F2BAC, C2 08 00 90 ?????
12.06.17 22:41:06 EXCEPTION halt in \halopc\haloce\source\cache\pc_sound_cache.c,#213: sound->unused0[0] != 0
<

Seriously someone help I didn't create this post for nothing. Someone reply.
Edited by Sargent 0 on Dec 7, 2017 at 12:21 AM
Edited by Sargent 0 on Dec 8, 2017 at 11:18 PM
Edited by Sargent 0 on Dec 8, 2017 at 11:18 PM


Pepzee
Joined: Sep 9, 2010


Posted: Dec 9, 2017 12:35 AM    Msg. 2 of 5       
These errors are cryptic and hard to understand. Usually and error like this means something is corrupt rather than missing. If it were missing it would tell us the path of the missing tag, rather than spew hex errors.

Have you tried placing the shredder as a weapon individually in-game to test that the weapon works independently of the brute? This would start narrowing down the problematic tag. I am assuming the brute works fine as you have tested it in other .actor_variants.

Also, usually CMT does a tag release of everything used in the SPv(x) maps. This would avoid the headache of ripping and having to fix the tags altogether. I have not checked to see if Masterz or anyone else on CMT has done this, or if they plan to do it. Though I do know Masterz does visit these forums from time to time and may be able to give insight.


Sargent 0
Joined: Nov 21, 2017

Accurate Depiction of me. ↑


Posted: Dec 9, 2017 01:11 AM    Msg. 3 of 5       
Quote: --- Original message by: Pepzee
These errors are cryptic and hard to understand. Usually and error like this means something is corrupt rather than missing. If it were missing it would tell us the path of the missing tag, rather than spew hex errors.

Have you tried placing the shredder as a weapon individually in-game to test that the weapon works independently of the brute? This would start narrowing down the problematic tag. I am assuming the brute works fine as you have tested it in other .actor_variants.

Also, usually CMT does a tag release of everything used in the SPv(x) maps. This would avoid the headache of ripping and having to fix the tags altogether. I have not checked to see if Masterz or anyone else on CMT has done this, or if they plan to do it. Though I do know Masterz does visit these forums from time to time and may be able to give insight.


Check out this thread. I just need to recompile a couple corrupt sounds >http://forum.halomaps.org/index.cfm?page=topic&topicID=50481< and >http://forum.halomaps.org/index.cfm?page=topic&topicID=50389< I just don't know how to recompile properly


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: Dec 9, 2017 12:14 PM    Msg. 4 of 5       
>bug free
>error

Pick one, and stop making a million threads about it.
Edited by MEGA_VKNG on Dec 9, 2017 at 12:15 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Dec 10, 2017 02:57 PM    Msg. 5 of 5       
Whenever you see this it means a sound needs to be recompiled.
Quote: EXCEPTION halt in \halopc\haloce\source\cache\pc_sound_cache.c,#213: sound->unused0[0] != 0


"sound->unused0[0] != 0" means "access the first item in the sound's unused0 attribute and make sure it isnt zero". This unused area is where the ogg sample count is stored, which as i've explained previously is what's wrong with those cmt sounds. It's cryptic, but that's what it means.

 

 
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