2009-09-17, 07:06 AM
Well, I just tried every possible thing I could think of to no avail...
It matters where you start on the map. From what I can tell however it just matters how much crap you pass before you get to the exit whether it will crash or not.
I was able to make it from the basically beginning of the level to end once. But I deleted much of the run up stuff (including all your cliffs -- though they are not apparently at fault) and a couple NPCs which I thought might be a part of the problem (because one acts erratically sometimes and the other is perma warped after reaching a spot beyon which the crash will not occur) ...so I thought something I did fixed it, but I went back and tested all of that stuff independently to discover nothing. So most likely just deleting all the stuff in the map freed up some memory which in turn held back the crash.
This is a classic memory overflow sort of behavior. This doesn't mean you're using too much memory, but that a memory write wrote over something it shouldn't have and created a sort of cancer in the program which eventually causes terminal failure in an often unforeseeable way.
That said I can't forsee any way of being rid of this bug. I can try to copy the levels and put the catacombs on another map is all and hope that frees some memory somehow, even though I typically never enter the combs while doing a test run.
However another very telling behavior is when you save your game, and restart, then load the game, the tendency to crash seems to follow the game, though I'm not 100% clear on this. Which is odd? because it seems to imply something also stored in a saved game is causing the crash.
If I start from the exit map, go back into the crashing map from the exit, run to the beginning of the crashing map as if from a fresh start, then back to the exit it does not seem to want to crash. However if I start on say a zero map, exit that map to the beginning of the crashing map, then proceed to the exit map it does crash.
I sort of wonder what might happen if I started the game by having an event quickly warp the player thru all the maps so to initialize the save file in some way to possibly prevent this behavior. Though my intuition is even if some way to start the game and avoid the crash was found the crash is just a symptom of a larger problem that would come back to fuck up peoples games.
More notes. If I copy just the map pieces into a fresh map, there is no crash. If I remove all the events from the map, it still crashes. So it's not an event related thing. Nor perhaps is it strictly map piece related.
I keep trying to remember what stuff I was working on around the time I noticed this.
It matters where you start on the map. From what I can tell however it just matters how much crap you pass before you get to the exit whether it will crash or not.
I was able to make it from the basically beginning of the level to end once. But I deleted much of the run up stuff (including all your cliffs -- though they are not apparently at fault) and a couple NPCs which I thought might be a part of the problem (because one acts erratically sometimes and the other is perma warped after reaching a spot beyon which the crash will not occur) ...so I thought something I did fixed it, but I went back and tested all of that stuff independently to discover nothing. So most likely just deleting all the stuff in the map freed up some memory which in turn held back the crash.
This is a classic memory overflow sort of behavior. This doesn't mean you're using too much memory, but that a memory write wrote over something it shouldn't have and created a sort of cancer in the program which eventually causes terminal failure in an often unforeseeable way.
That said I can't forsee any way of being rid of this bug. I can try to copy the levels and put the catacombs on another map is all and hope that frees some memory somehow, even though I typically never enter the combs while doing a test run.
However another very telling behavior is when you save your game, and restart, then load the game, the tendency to crash seems to follow the game, though I'm not 100% clear on this. Which is odd? because it seems to imply something also stored in a saved game is causing the crash.
If I start from the exit map, go back into the crashing map from the exit, run to the beginning of the crashing map as if from a fresh start, then back to the exit it does not seem to want to crash. However if I start on say a zero map, exit that map to the beginning of the crashing map, then proceed to the exit map it does crash.
I sort of wonder what might happen if I started the game by having an event quickly warp the player thru all the maps so to initialize the save file in some way to possibly prevent this behavior. Though my intuition is even if some way to start the game and avoid the crash was found the crash is just a symptom of a larger problem that would come back to fuck up peoples games.
More notes. If I copy just the map pieces into a fresh map, there is no crash. If I remove all the events from the map, it still crashes. So it's not an event related thing. Nor perhaps is it strictly map piece related.
I keep trying to remember what stuff I was working on around the time I noticed this.