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Game Ending Bug with Save Game

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Level 14
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Aug 30, 2004
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909
Hello all! I've come across what I assume is a nasty bug, but I thought I should check with the experts before hunkering down for 10 hours and trying futily to fix it.

Background: I'm making a single player campaign. The problem is with Map 5. Part way through the map (just a normal "build armies, beat enemy" map), I give the player a side quest for just his hero. If he takes it, his armies are given to a neutral player, hidden, fog of war put over them, and the hero is moved to the side of the map to complete a maze.

If I save the game before the side quest, I can load fine. If I save after the side quest has begun when I try to load the game it starts, I can see my hero for about 1 second, then the game crashes and shuts down and I get a "FATAL ERROR!" Exception: 0xC0000005 (ACCESS_VIOLATION) at 001B:6F8F6DC. The instruction at '0x6F8F6DC' referenced memory at '0x00000014'. The memory could not be 'read'.

When I complete the side quest and get my units back, etc., I can save the game just fine and load it all I want.

I can handle this with annoying "I'm a bad programmer, so please dont' save during the side quest" but it would be nice to fix this. Does anyone have any idea where to start looking?

Thanks all!

Darwin
 
Level 14
Joined
Aug 30, 2004
Messages
909
There are a lot of triggers I use in the side quest, though most aren't activated until after the bug has occured. Here is the only quest that runs before the bug. Please ignore the event, this trigger is actually called by another trigger that detects the hero moving into the right area. The event is just there to play test it.


Begin Side Quest
Events
Player - Player 7 (Green) types a chat message containing side as An exact match
Conditions
Actions
Set SideBusy = True
Game - Set time of day speed to 0.00% of the default speed
Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Fade out over 8.00 seconds using texture war3campImported\Gnomekin Crystalomancer Fadeout.BLP and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit - Pause all units
Unit - Move Crystalomancer instantly to (Center of SideEntranceEnter <gen>), facing 90.00 degrees
Unit Group - Pick every unit in (Units in Side Quest <gen>) and do (Unit - Unpause (Picked unit))
Unit Group - Pick every unit in (Units owned by Player 7 (Green) matching (((Matching unit) Not equal to Crystalomancer) and ((Matching unit) Not equal to Muse))) and do (Unit - Change ownership of (Picked unit) to Player 11 (Dark Green) and Retain color)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Fog of war across Side Quest <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Black mask across VisionNotSide <gen>
Set VisibilityNotSide = (Last created visibility modifier)
-------- Set Traps --------
Animation - Play the death animation for all doodads of type Trap Fire within Side Trap 3 Middle Flames <gen>
Destructible - Make Dungeon Gate (Horizontal) 2255 <gen> Invulnerable
Trigger - Turn on Trap 3 Middle 3 <gen>
Lightning - Create a Magic Leash lightning effect from source (Center of Side Guardian Pole <gen>) to target (Position of Guardian Devil 0086 <gen>)
Set sideGuardianLightning = (Last created lightning effect)
Trigger - Turn on Set Lightning <gen>
Trigger - Turn on Trap 5 Lightning Periodic <gen>
Trigger - Run Trap 5 Lightning Start <gen> (ignoring conditions)
-------- Bring back vision --------
Wait 6.00 game-time seconds
Camera - Apply Side Entrance <gen> for Player 7 (Green) over 0.00 seconds
Cinematic - Fade in over 6.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0.00% transparency
Wait 5.00 game-time seconds
Cinematic - Send transmission to (All players) from Crystalomancer named Tora Obedio: Play No sound and display I hope this is wort.... Modify duration: Set to 8.00 seconds and Don't wait
Wait 2.00 game-time seconds
Cinematic - Send transmission to (All players) from Muse named Lilyandra: Play No sound and display I will help as best.... Modify duration: Set to 6.00 seconds and Don't wait
Camera - Apply Side Entrance 2 <gen> for Player 7 (Green) over 4.00 seconds
Wait 4.00 game-time seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2.00 seconds
Unit - Pause all units
Unit Group - Pick every unit in (Units in Side Quest <gen>) and do (Unit - Unpause (Picked unit))
Unit - Unpause Muse
Camera - Reset camera for Player 7 (Green) to standard game-view over 0.00 seconds
Wait 3.00 game-time seconds
Game - Display to (All players) the text: |cff32cd32HINT|r - ...
 
Level 4
Joined
Jul 22, 2008
Messages
67
SideBusy isin't set to true at the load, (supposing it is significant) I dont think it saves variables. I'll make a test map later and tell ya the results to be sure.
EDIT: ooh, a little bit late on posting on this one.
 
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