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Freedom II Campaign

Posted: Fri Dec 23, 2011 2:45 am
by BIG KROK V8 SS
Been playing this plugin, kinda cool maybe a bit annoying. Going into the 3rd game it crashed and gave me a message to contact project magma and report it. Do you guys want me to post the crash log here and/or recording crash film?

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 2:48 am
by Pyro
Sure.

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 3:10 am
by BIG KROK V8 SS
2011-12-23 01:13:05
Myth II Build 374 running under Modern Windows 5.010000 ----------------------------------------------
Loading poweruser.txt... not found.
Scanning for software devices...
Found 1 to use
Scanning for Direct3D devices...
Found 1 to use
Scanning for 3Dfx devices...
Found 0 to use
Scanning for OpenGL devices...
Found 1 to use
Intel 945GM | Intel | OpenGL 1.4
Initialized for DirectSound3D using COM
INFO: set process affinity mask to 0x00000003
Loading Patch Files...
Patch 1.2
Patch MariusNet
Patch 1.3
Patch 1.4
Patch 1.4 Interface
Patch 1.5
Patch 1.7 Templates
Loading Patch Files Succeeded
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "|bPrologue|p" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Loading saved game "FreedomII" ...
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Loading saved game "FreedomII" ...
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Loading saved game "FreedomII" ...
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Loading saved game "FreedomII" ...
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Loading saved game "FreedomII" ...
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Loading saved game "FreedomII" ...
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "The Trek Through Dunsinane" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Running OpenGL at 1280 x 800 (VSync ON)
Starting mesh "Snowtill" with 1 plugin...
Freedom 2 _ The East
Using 1.7.2 gameplay...
OpenGL: initialized with ErasePreviousFrame=0, Use32BitTextures=1, UseAppleClientStorage=1, UseDepthTest=1, UseShaders=0, UpdateCMapChunked=1
Myth Crashed: EXCEPTION_ACCESS_VIOLATION
Attempting Stack Trace...
0 0x00404c58 __byte_swap_data + 0x0158 (corelibrary\cseries\byte_swapping.c:154)
1 0x00404de0 _byte_swap_data + 0x0010 (corelibrary\cseries\byte_swapping.c:66)
2 0x0044a0f0 _import_map_actions + 0x0050 (myth2code\map_actions\map_actions.c:1832)
3 0x004a9e38 _initialize_mesh_for_new_map + 0x0058 (myth2code\mesh.c:438)
4 0x004c6e9a _initialize_myth_for_new_map + 0x01d6 (myth2code\myth.c:544)
5 0x0f0060d4 ? + 0x0000 (?:0)
Stack Trace Complete
Recording Buffers Flushed
Saved Recording To 'Crash- Dec 23 02.43.31 2011'

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 3:27 am
by BIG KROK V8 SS
Also, the 2nd level of Bushido, as well as the first level of Sisters of the Blade always bugs and the game never ends properly. For Bushido, it automatically ends the game in defeat for no reason, while Sisters just goes on for infinity with the characters stuck in uncontrollable blue mode moonwalking all over each other.

Is there a fix for these, or is there something in the new patch that now makes them not perform properly?

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 7:40 am
by vinylrake
The first level of Sisters of the Blade has some funky scripting but you can complete it.

<<spoilers>>

I forget the exact details of how to trigger the assassins but once you are in the town/keep across the river some assassins appear, you have to kill the assassins (in the town) then a whole bunch of orcs (or whatever the gobliny things are called) attack the town and one of those tall Douds appears in the town and says " follow me if you want to live" (or something like that). then you lose control of all your units but Trin and you follow the Doud out of town to the edge of the map and the level ends.

If you are in town and no assassins appear to attack you, try walking around the town and walking in and out of different gates. the last time i played it i entered the town from the south gate and no assassins appeared. i then left and re-entered the north gate, then left through the east gate fought a few small patrols outside the town then went back in the town and the assassins appeared and the game went as it's supposed to.

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 12:20 pm
by BIG KROK V8 SS
Doesn't matter which entrance I use to enter the town, all the units go blue, and then walk in circles in the entrance. It never gets to the final script like you are referring to.

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 2:39 pm
by vinylrake
I don't know what is happening, I just played it through and had to exit and re-enter but eventually the Doud showed up and all the units EXCEPT Trin turned blue.

Did you trigger the assassins? Did the Doud show up? He appears right around the time the REST of your units turn blue. Did TRIN turn blue or just the other units? If you don't follow the Doud with Trin the level won't end.

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 3:08 pm
by William Wallet
I can't tell you what's up with Bushido,
but with Freedom it's some form of debugging that wigs out on the PC or Intel Mac versions. The level still works on the Mac Mac version of Myth II. If I ever get half an hour to sit down and remove whatever it is that's doing it (might've been a corrupted line of script, if I remember correctly) I'll have to make a patch.

Which I admit, I've actually forgotten how to do. Did it once but never uploaded it.

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 3:20 pm
by Pyro
I thought such issues (where it bugs in Windows but not Mac or vice versa) were all gone by now. Can a dev read that stack trace and hint at what the issue might be? I guess I can look at the script later and see if I can find the cause, since Will might have forgotten how to do it (or is too busy/lazy).

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 4:37 pm
by Myrd
I believe I fixed this already (but after 1.7.2), but I'll have to double-check.

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 6:07 pm
by BIG KROK V8 SS
Let me replay first level of sisters and find out. Never got into any ending sequence. I kill everything on the map, enter the town, everyone turns blue and walks in circles. I don't know what other assassins there would be to trigger, as I say I kill everything on the map first.

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 6:25 pm
by BIG KROK V8 SS
Okay that's weird. I went in the only door I hadn't tried yet, and everything worked. I went through the East door and it went through the sequence and everything and I won the level. Maybe the other doors are bugged or something?

Re: Freedom II Campaign

Posted: Fri Dec 23, 2011 10:34 pm
by vinylrake
It's probably scripted so that you have to enter through the east door to trigger the endgame scenario.

not the way it should be coded, but the last time i won i came up through the south gate then went out a couple of gates, then went out the east killed some things then came back in the east gate and that time there were knife throwing assassins and after killing them the duod showed up and everybody but trin turned blue and attacked some large patrols/forces of goblins.

Re: Freedom II Campaign

Posted: Sat Dec 24, 2011 12:30 pm
by Olong2
This was such a fun, nutty campaign. Ran it a few months ago, had a blast. Those crazy guys Down Under sure had a sense of humor, didn't they? :D

Re: Freedom II Campaign

Posted: Sat Dec 24, 2011 4:23 pm
by BIG KROK V8 SS
I haven't had a chance to play the entire campaign. When I play plugins like these, I kill everything on the map, and there are tons of units to kill and hard opposition. The archers' arrows actually shoot more realistically than regular bowmen, but it makes for a much tougher gameplay, so its good regular M2 bowmen are more balanced.