OGSR-Engine
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OGSR 2.1.47 CTDs with some CoP models
As the title says, OGSR 2.1.47 CTDs with some CoP models. In testing so far it crashes with the following CoP models (of course using their configs and animations)
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CoP Gigant (giant) CTD: bone 'bip01_head' not found in esc_gigant_01[m_giant_damage] visual[monsters\psevdogigant\psevdogigant_strong]
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Burer CTD: No animation: Stand_tele_
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Crow CTD: [error]Function : CAI_Crow::SAnim::Load [error]File : D:\a\OGSR-Engine\OGSR-Engine\ogsr_engine\xrGame\AI\Crow\ai_crow.cpp [error]Line : 26 [error]Description : m_Animations.size()
A little more thorough testing before releasing would be nice, guys, would save us modders many headaches and problems.
AFAIK OGSR can official just read ogf format from CoP But bones, animation can use different names so it models probably should be adopted for OGSR.
@ketxxx try to add in config of monster
use_cop_anims = true
Crows from CoP were not tested, as far as I remember.
And in general, an example of migrated monster configs is 》here《.
Thanks guys, I'll explore the problems and possible solutions a bit more. I can confirm though that while the CoP giant causes a CTD in SoC the CS version of the giant works perfectly so it seems more like an OGSR problem at this stage. I also discovered that unlike vanilla if you comment out some NPC sound files such as the irritating one liners of the guards to the bar or Snitch that also makes OGSR CTD. That latter CTD would need re-testing though as I discovered that one with OGSR 2.0.845 I think it was.
@KRodinn thanks for the suggestions I have now triple referenced my custom config files against the SoC, CS and CoP files as well as checked my custom files against the migrated configs link you gave my custom configs are all as they should be, nothing overlooked or missing.
I have also tried using; use_cop_anim = true
but that didn't make a difference. The problem seems to be coming from the names of the animations in the Burer mesh itself, the CoP Burer uses completely different names to the SoC Burer. I'll try to dig a little deeper as I assume that use_cop_anim = true is there to specifically work around the different animation names?
Send me a problem mutant with all its configs, models, textures and so on. So that I can try to run it and check.
@KRodinn, here is a zip archive of the vanilla CoP mutants I've tested so far with modified configs that cause a CTD (Crow, Giant, Burer). [url=https://mega.nz/file/6gpUCAxT#M44O0_qOeyyTQ8UqdbVqm3Tl64tMobM0QDAIBrucBXQ]Download[/url]. The Clear Sky version of the giant appears to be running smoothly however, probably because there are, as far as I have noted, no name changes for the bones its just a mesh upgrade vs the SoC giant.
Also for reference with modified configs the following CoP mutants appear to be running smoothly; Bloodsuckers Boars Dogs Tushkanos Poltergeists Pseudodogs
Still to test: Flesh, Rat, Snork, Chimera, Controller, and Phantoms. I don't forsee any problems with these and can't see any potential problems examining my custom configs but I will let you know if I run in to any I can't work around.
Wtf?
No idea what thats about @KRodinn, try this link; https://mega.nz/file/X1gzQRSJ#M44O0_qOeyyTQ8UqdbVqm3Tl64tMobM0QDAIBrucBXQ
If that doesn't work I'll try google drive.
The new link works correctly.
@KRodinn been able to do some more testing, the Chimera has a animation name CTD as well. Other mutants appear to be fine, or I've transplanted CS instead of CoP models where possible to work around the animation name CTDs (Giant, Burer, Chimera) as changing them in a hex editor doesn't work, doing so probably invalidates a checksum or something like that.
EDIT: Couple other things I noticed, "game over" text is off-center on the screen and the crosshairs when in demo_record mode don't disappear when taking screenshots.