Requiem of the dead - Beta 01
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- Posts: 183
- Joined: Sun Mar 21, 2004 3:45 pm
- Location: Massachusetts, USA.
This is the error message I got when I watched the film:
2004-07-13 14:59:16
Myth II Build 234 running under Win98 ----------------------------------------------
Scanning for software devices...
Found 1 to use
Scanning for Direct3D devices...
Found 1 to use
Scanning for 3Dfx devices...
Found 0 to use
Using GDI for Input
Mouse appears to have 3 buttons and 3 axes.
Initialized for DirectSound3D using COM
Loading Patch Files...
Patch 1.2
Patch 1.3
PlayMyth v1.2.1
PMI_Classic
Patch 1.4
Patch 1.4 Interface
Patch 1.5
Loading Patch Files Succeeded
Error: Data Missing in .\Myth2Code\cutscenes\cutscenes.c, line #369: Unable to find the following cutscene - prologue.smk
Running Direct3D (RADEON 9700 PRO ) at 1600 x 1200, 16 bit
Starting mesh "|iRequiem of the Dead|p" with 1 plugins...
Magma - Requiem of the Dead
2004-07-13 15:07:33 ### MA [mung] Insert Spawn Batches 04-06: Munging...
2004-07-13 15:07:33 ### MA [mung] Insert Spawn Batches 04-06: deactivated
2004-07-13 15:22:22 OUT OF SYNC
OOS occurred at line 996 in .\Myth2Code\monster_commands.c - game time: 107626
Error: File system Read in .\Myth2Code\tag_files\tag_files.c, line #2536: couldn't read #8 bytes from offset #580560 in local tag 'recordings\rotd beaten'
Error: File system Read in .\Myth2Code\tag_files\tag_files.c, line #1058: single_file_read() failed in tag_file_read()
Error: File system Read in .\Myth2Code\recording.c, line #841: couldn't read block header from replay 'rotd beaten' offset: 0x8db90 size to read: 8 size got: 8
Quitting replay...
----
Jeez....waves of Taken, mega thrall, and the Watcher at the end. I'm glad I never made it that far.
2004-07-13 14:59:16
Myth II Build 234 running under Win98 ----------------------------------------------
Scanning for software devices...
Found 1 to use
Scanning for Direct3D devices...
Found 1 to use
Scanning for 3Dfx devices...
Found 0 to use
Using GDI for Input
Mouse appears to have 3 buttons and 3 axes.
Initialized for DirectSound3D using COM
Loading Patch Files...
Patch 1.2
Patch 1.3
PlayMyth v1.2.1
PMI_Classic
Patch 1.4
Patch 1.4 Interface
Patch 1.5
Loading Patch Files Succeeded
Error: Data Missing in .\Myth2Code\cutscenes\cutscenes.c, line #369: Unable to find the following cutscene - prologue.smk
Running Direct3D (RADEON 9700 PRO ) at 1600 x 1200, 16 bit
Starting mesh "|iRequiem of the Dead|p" with 1 plugins...
Magma - Requiem of the Dead
2004-07-13 15:07:33 ### MA [mung] Insert Spawn Batches 04-06: Munging...
2004-07-13 15:07:33 ### MA [mung] Insert Spawn Batches 04-06: deactivated
2004-07-13 15:22:22 OUT OF SYNC
OOS occurred at line 996 in .\Myth2Code\monster_commands.c - game time: 107626
Error: File system Read in .\Myth2Code\tag_files\tag_files.c, line #2536: couldn't read #8 bytes from offset #580560 in local tag 'recordings\rotd beaten'
Error: File system Read in .\Myth2Code\tag_files\tag_files.c, line #1058: single_file_read() failed in tag_file_read()
Error: File system Read in .\Myth2Code\recording.c, line #841: couldn't read block header from replay 'rotd beaten' offset: 0x8db90 size to read: 8 size got: 8
Quitting replay...
----
Jeez....waves of Taken, mega thrall, and the Watcher at the end. I'm glad I never made it that far.
ive neglected to post in this thread for sometime (lazy me) but this constant re-occurance of crashing for me and others with older macs running OS 9 is kinda annoying (people are getting pretty damn good at requiem and actually last past 20mins) 20-30mins being my crashing time. at first i thought it was OS 9's shitty memory issues, as myrd was telling me, then after considerably raising my virtual ram and myths prefered and minimum memory requirements and still crashing i decided to look in myth log. your first problem is this:
this was experienced with 11 players - you indexed your duff coll to 247 colours (9 being the max amount of players in the current beta)
on a second game following the previous crash i get this:
now ill assume from my little scripting knowledge that the munger action there is to release the first big wave (with the shade and everything) and ill also assume since i crash roughly from 20-30 minutes that your 3rd munger action activates randomly within that time. either this technique hasnt been used in previous plugs - ever. the monster count that it releases is too big or these actions put a huge strain on myth and my RAM and the second wave is just too big, i doubt that. even my computer does surmount to the new sys reqs for M2, even though the previous advise a minimum of 32mb.
system specs:
Rev A imac
128mb RAM
PPC G3 processor @ 266mhz
6mb rage 2c card (running myth in software mode @ 680x480)
i hope this was somewhat helpful to make requiem bugless (unless of course you dont consider this a bug)
~skrew
Starting mesh "|iRequiem of the Dead|p" with 1 plugins...
Magma - Requiem of the Dead
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Error: Array Full in shapes.c, line #752: can't add more than #64 color tables (dwarf collection).
Quitting networked game...
this was experienced with 11 players - you indexed your duff coll to 247 colours (9 being the max amount of players in the current beta)
on a second game following the previous crash i get this:
Starting mesh "|iRequiem of the Dead|p" with 1 plugins...
Magma - Requiem of the Dead
2004-08-19 15:49:01 ### MA [mung] Insert Spawn Batches 04-06: Munging...
2004-08-19 15:49:01 ### MA [mung] Insert Spawn Batches 04-06: deactivated
now ill assume from my little scripting knowledge that the munger action there is to release the first big wave (with the shade and everything) and ill also assume since i crash roughly from 20-30 minutes that your 3rd munger action activates randomly within that time. either this technique hasnt been used in previous plugs - ever. the monster count that it releases is too big or these actions put a huge strain on myth and my RAM and the second wave is just too big, i doubt that. even my computer does surmount to the new sys reqs for M2, even though the previous advise a minimum of 32mb.
system specs:
Rev A imac
128mb RAM
PPC G3 processor @ 266mhz
6mb rage 2c card (running myth in software mode @ 680x480)
i hope this was somewhat helpful to make requiem bugless (unless of course you dont consider this a bug)
~skrew
King kong died for our sins!
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- Posts: 183
- Joined: Sun Mar 21, 2004 3:45 pm
- Location: Massachusetts, USA.
I played a game yesterday in which Blood thrall and Mithril Thrall came at the same time. Then, about two minutes later the black thrall showed up. So we had three waves of thrall, three Taken, the Watcher, and countless other bad guys after us. Needless to say we died pretty quickly. I don't know if this is part of the script, but it was pretty rediculous, especially considering we were still above 90% when the Blood thrall showed up.
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- Posts: 183
- Joined: Sun Mar 21, 2004 3:45 pm
- Location: Massachusetts, USA.
I've actually had a team that lasted unit 49 minutes on lege, until our luck ran out. I've noticed that all of the units seem to have a purpose and a fun to use, except for the archers. Their range is good, but the mort can easily out-plink them. Their rate of fire is okay, and their damage is "meh." I've noticed they tend to shoot friendlies in the back an awful lot. Maybe the final version could have a few tweaks to make the archers more fun - faster refire or more powerful arrows. I'd take a pair of demo duffs over archers anyway, in the current state.
Btw, I e-mailed Ghost yesterday, and I hoping that'd bring him back to bang out a final version of RotD.
Btw, I e-mailed Ghost yesterday, and I hoping that'd bring him back to bang out a final version of RotD.
- iron
- Site Admin
- Posts: 2006
- Joined: Thu Feb 26, 2004 1:21 am
- Location: diving out of the Sun at 10 o'clock high!
- Contact:
You can beat it on Timid without archers - Viper led a small team that did that yesterday. Actually, Timid is quite tame, even with only a few people. We went south immediately into the trees near the pond, clearing them as quickly as possible & thereby getting extra roots. It was actually much easier defending that small area rather than the main platform. At the end we moved far SW to the 4 tents, where we disposed of the black thrall/watcher. No OOS or crashing on Timid btw.
[color=DFC99B]
No email came thru, but I keep up on the forums, just not much time to Myth, let alone post L8ly. :o(
Ill be taking all the recent feedback over the past couple weeks of posts and conversations with Fe and others and be revising/updating/fixing RotD here Real sOOnâ„¢.
I havent abandoned it or you guys, I`ve just been deeply involved in working on/scripting a couple levels for LoE in what free time I can manage between driving out of state runs, cleaning up/out my house and packing my belongings for temporary storage so the new owners can move in and we can close, and what little sleep I get.
I must say though I am most happy with all the feedback, and I will defianately be doing what I can to resolve any and all legitamate bugs, and to find decent compromises on other things that are just opinions. ;o)
FYI, Fe and I discussed the archers, and they are on my list to update/modify so they are a bit more useful/fun/bad-arse. ;o)[/color]
Greetings Pete !! :o)Btw, I e-mailed Ghost yesterday, and I hoping that'd bring him back to bang out a final version of RotD.
No email came thru, but I keep up on the forums, just not much time to Myth, let alone post L8ly. :o(
Ill be taking all the recent feedback over the past couple weeks of posts and conversations with Fe and others and be revising/updating/fixing RotD here Real sOOnâ„¢.
I havent abandoned it or you guys, I`ve just been deeply involved in working on/scripting a couple levels for LoE in what free time I can manage between driving out of state runs, cleaning up/out my house and packing my belongings for temporary storage so the new owners can move in and we can close, and what little sleep I get.
I must say though I am most happy with all the feedback, and I will defianately be doing what I can to resolve any and all legitamate bugs, and to find decent compromises on other things that are just opinions. ;o)
FYI, Fe and I discussed the archers, and they are on my list to update/modify so they are a bit more useful/fun/bad-arse. ;o)[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"