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shibboleet
Posted on 08-07-14 07:11 PM (rev. 2 of 08-07-14 07:11 PM) Link | #45806
Rather than having 1,000,000 threads about the game crashing, let's just stick it into 1. Post below what you did before it crashed, and if possible, provide a screenshot of the stack trace in a debug screen.

Also, be descriptive. Don't just say "i added a goomba and it crashed halp" :p

~MrRean


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jackmorgan8
Posted on 08-07-14 07:41 PM Link | #45809
I added a model of Waluigi Stadium from Mario Kart Double Dash to Flip-Swap Galaxy and the game crashes. I don't know how to do the debug stuff, but here is my Riivolution patch if anyone wants it.
https://www.mediafire.com/?9kcxd99qg8qckk5

KoopaTroopaMan
Posted on 08-07-14 07:46 PM Link | #45811
It isn't a debug screen everytime it crash. When I replaced a Rainbow Star's BDL file with a texture edited Life Mushroom it crashed without a debug screen. It crashed because the Rainbow Star had an animation that was used for the original Rainbow Star. I only replaced the BDL file. So if it isn't a debug screen, what will I do for know the error?

shibboleet
Posted on 08-07-14 07:47 PM (rev. 2 of 08-07-14 07:53 PM) Link | #45812
If it crashes and doesn't print a debug, it's an infinite loop. Which means, there's something corrupted. Pretty much, it needs the same number of joints as the original.

Also, I stated that debug screens are optional.

And jackmorgan, it seems that nothing is wrong. So, the model is too big.

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jackmorgan8
Posted on 08-07-14 09:50 PM (rev. 2 of 08-07-14 11:00 PM) Link | #45837
Posted by Luigi
And jackmorgan, it seems that nothing is wrong. So, the model is too big.

So I just downsize it and it will work?
I'll try it
Made the model 10% of the normal size and removed a lot of objects from the map and the game still crashed
If anyone wants the updated version of the patch with a smaller model you can find it here
https://www.mediafire.com/?1e9ous2gmteai0m

shibboleet
Posted on 08-07-14 11:15 PM Link | #45848
It doesn't matter how small the scale of the model. It's the number of verts and texture sizes.

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jackmorgan8
Posted on 08-07-14 11:24 PM Link | #45852
Is there a way to lower the model quality?

shibboleet
Posted on 08-08-14 12:04 AM Link | #45853
Try reducing the texture dimensions.

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KoopaTroopaMan
Posted on 08-18-14 02:47 PM Link | #46852
I placed a new King Kaliente with a new battle planet and added an ExterminationSwitch. I gave the new King Kaliente same settings as the old one, change the old one's SW_APPEAR to -l, set both Generator ID to 56, gave the ExterminationSwitch's Object ID 56, gave it the SW_A 1001 (1001 is the Launch Star's SW_APPEAR). When I tested it it worked fine, but when I beaten one of the King Kalientes, the game crashed. The debug screen code was too long so I take 4 screenshots about it because it was so long so you need to scroll.
Here is it:

[image]
[image]
[image]
[image]

shibboleet
Posted on 08-18-14 04:31 PM Link | #46854
I don't see why you're doing it manually.

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KoopaTroopaMan
Posted on 08-18-14 06:00 PM Link | #46859
Doing what? What does the code mean?

shibboleet
Posted on 08-18-14 06:02 PM Link | #46860
Adding the hash to the scenario to load the existing zone rather than doing it manually.

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KoopaTroopaMan
Posted on 08-18-14 06:10 PM Link | #46861
I added KingOtaKingZone to my SD card. And what do you mean? What does that have to do with the scenario? Do it crash when I beat one of them because it is a switch error?

shibboleet
Posted on 08-18-14 06:11 PM Link | #46862
If it loads fine, that means you didn't set a switch right, yes.
Instead of an extermiation switch, use SW_DEAD and SW_APPEAR.

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KoopaTroopaMan
Posted on 08-18-14 06:16 PM (rev. 2 of 08-18-14 06:16 PM) Link | #46863
ExterminationSwitch do so you must kill 2 or more for something will happen. An object with a number on SW_DEAD do so the object that have same number on its SW_APPEAR appear. SW_DEAD and SW_APPEAR don't work with multiple objects.

shibboleet
Posted on 08-18-14 06:18 PM Link | #46864
ah, you want to kill both of them.

Oh, I see what you didn't do.

Set the ExterminationSwitch's SW_A to 1001

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KoopaTroopaMan
Posted on 08-18-14 06:19 PM (rev. 2 of 08-18-14 06:20 PM) Link | #46865
I already did it before you said.

shibboleet
Posted on 08-18-14 06:24 PM Link | #46866
If it continues, just put 2 cages over the launch star and deactivate each one for each king you kill.

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KoopaTroopaMan
Posted on 08-18-14 06:26 PM Link | #46867
Glass cages?

SunakazeKun
Posted on 08-18-14 06:51 PM Link | #46871
Its object name is CapsuleCage. You have to use SW_B to open it!



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