I found out how to reproduce Krillin's Crashing Bug(Destructosidc)

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UNDER INVESTIGATION
- Beams sometimes stop moving, after being swatted away
- Trunks sword sometimes doesn't holster after changing attacks
<big>- Fully charged destructodiscs crash some servers</big>
- Guided beams home/go into direction you didn't aim them to, when they're not in a ps/bs

Please don't report the KNOWN BUGS again, and only report something about the UNDER INVESTIGATION bugs if you can tell me how to reproduce them. As always, reporting new bugs in such a way that i can reproduce them will get you a place in the credits.
:cool: :cool: :cool:
. . . . . . .
Bugs that could could crash the game, or an exploit that affects gameplay are not listed here. If you find such a bug please pm me.
well, I have found that out!
it only crashes to me when I am in a certain pose looking at the disc
I tried that a few times and it crashed me only when I looked at it at a certain way(angle)

I am loosing my contioiunse as I type
so I'll post an image of that pose tommorow ( the picture will have that pose
but of course so it can be taken - it will be not fully charged,
whne in that pose+holding a fully charged disc - it crashes!!!!
only then, never otherway!!!!!)
 
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ok ... let's do a test ... change your DD charging sound into any without loop function
then try again if you could reproduce the crash
 
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ermmm ok, but i wouldnt post a pic here in the forum, if iwere u, i PM it to a Mod, since there are some ppl that will try this out and if ur right about the angle whatever, they will crash servers on purpose

so plz dont post the pic here but send it to a mod
 
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Im not sure about that one,
cause everybody allready knowbs that if you want to crash a server
it will happen sooner or later with the krillin's Bug...
so its nothing new

K I wont post it in here
I've managed to make tons of screen shots till it crashed
(and it takes up to 10 minutes to run ESF so I need a lil tweaking
to continue my tests!!!)

what exactly do you want me to do Nretep? I didnt understand you exactly

*EDIT*: Is it actually possible to edit a sound file and to enter to it looping functions???
Iw would like to know how to please - and how to make it the opposite
(no loopoing)
thnx
 
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Auctaly I had thei problem until I unclicked the Enhanced Sounds option, and I replaced the DD fire voice with the one one Alpha. So yea. (BTW: can anyone get me the Alpha DD throw sound recorded louder, its so soft)
 
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KilledWithStyle said:
Auctaly I had thei problem until I unclicked the Enhanced Sounds option, and I replaced the DD fire voice with the one one Alpha. So yea. (BTW: can anyone get me the Alpha DD throw sound recorded louder, its so soft)
what are enhanced sound options ??? a CVAR in HL menu ??? (I never look in HL sound settings)

the fire voice isn't the problem ... it's the loop in charging sound ... when it begins to loop, several pcs crash ...

contact me and I can edit the soundfile

even this post was reviving ... I'll keep this one open for while ..........
 
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Auctally both of those just fixed it with no problem. It is a HL option. (start your mod) Go to configuration then click audio.

It's the second checkable option.

As for the Sound file: Its a ALPHA sound file. Krillin's DD fire one. I dont really have anyway I could host on to send it.

(I did not revive this one)
(it was on the first page when I posted)
 
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hope this works cuz ESF just crashes too much...

Damned disk it is sooo useless anyway...
 
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Or you can just install alpha yourself and grab the sound file.
 
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You can add a start and end cues for a wave file, this is how maps read a looped sound such as a waterfall or water running for example, this simplifies the mapping process as well gives sound editing alot more flexability.

You can use for a fact GoldWave to do this. Load a wav file, tool-> Cue Points. I think the nero wave editor can do this as well, but I am not sure. Have heard others say cool edit can do this but again not sure.
Best bet would be to grab a different wav all together (in the same frequency/bit depth as the dd wav) and rename it to the DD wav file, and see if that fixes the issue.
If it is in a certain pose or angle it may be caused by A3d sound or EAX being enabled or even high quality sound, and the game telling your sound card to emulate the sound as it would with one of those cards, but your card doesnt support it, so in order to save face, it crashes your hl.
**EDIT**
To disable them, in sound options uncheck A4d and EAX support or type in the console "s_eax 0; s_a3d 0" (no quotes)
then press enter
**/EDIT**
Also try different video modes, sftware, OGL mini glide, D3d, and see if it still crashes.

Also killed with style, id wait till HL2 SDK comes out before asking esf about converting it, so far no plans for that, the main issue would be the code, as it will none the less drasticlly change with HL2 as they appear to have rebuilt the entire engine, other issues would be maps, models, animations, and sprites.
 
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fyrye said:
Also killed with style, id wait till HL2 SDK comes out before asking esf about converting it, so far no plans for that, the main issue would be the code, as it will none the less drasticlly change with HL2 as they appear to have rebuilt the entire engine, other issues would be maps, models, animations, and sprites.
THANK YOU CAPTIN OVIOUS AN RUINING MY LITTLE COMBAT.

as for on topic:
What do you mean cues.
 
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simply put, they are start and end instructions built into the wav file for loopng, they tell the hl engine at what point you want to loop and when the loop is supposed to stop and go back to the start cue.
 
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the thing is that if the DD charge sound is looped then its bugged
thats all..
so I released a SEMI looped sound file...
it wont loop => it wont bug!

BUG FOUND, FIXED, FOUND=> team will work on fixing it fully(probably, I guess)=>using looped sound file
so therad can be closed now
 
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I'm going to look at this thread head-on with the perspective of this forum-section ( Coding / Bug Report ).

The bug mentioned above does crash the server for some PC's because of the looping problem with the sound file. This problem was known from a long while ago, and has been fixed for the next release (1.2).

Thread closed.
 

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