Ogre crash in Akulakhan's Chamber

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werdanith
Posts: 295
Joined: 26 Aug 2011, 16:18

Ogre crash in Akulakhan's Chamber

Post by werdanith »

Since I'm reporting crashes I might as well mention this one.
When I coc at Akulakhan's Chamber I get this crash.
loading cell Akulakhan's Chamber
NIFLoader: Warn:Unhandled alpha setting for texture textures\vfx_firealpha01.tga
NIFLoader: Warn:Unhandled alpha setting for texture textures\vfx_blulite02.tga
NIFLoader: Warn:Unhandled alpha setting for texture textures\vfx_restore_glow.tga
Playing /media/Data/Games/Bethesda 2/Morrowind2/Data Files/Music/Explore/mx_explore_7.mp3
error line 12, column 17 (HurtStandingActor)
Unexpected name
openmw: /build/buildd/ogre-1.7.3/OgreMain/src/OgreMesh.cpp:1685: static void Ogre::Mesh::softwareVertexBlend(const Ogre::VertexData*, const Ogre::VertexData*, const Ogre::Matrix4* const*, size_t, bool): Assertion `srcElemPos && srcElemBlendIndices && srcElemBlendWeights && "You must supply at least positions, blend indices and blend weights"' failed.
Aborted
Not sure if it's a regression, again my Ogre Version is 1.7.3

Edit: Bug submitted
Edit2: Bug updated.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Ogre crash in Akulakhan's Chamber

Post by jhooks1 »

Will look into it. I am also getting this crash.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Ogre crash in Akulakhan's Chamber

Post by jhooks1 »

Insert creature is causing the problem. Need to look up the creature in the cell in the CS and then look it up in nifskope to see if there is anything unusual about it.

EDIT: Linking the skeleton is causing the problem. I got rid of this problem long ago for what I thought was all creatures. Apparently the method I use does not work for some creatures.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Ogre crash in Akulakhan's Chamber

Post by jhooks1 »

OK

This problem should be fixed with my latest commit, at least it seems so in my tests (on animation2). The heart is a bit different in the way it is setup than normal creatures, and it had 277 records! Right now when we animate the heart it doesn't really do much since we don't support particle effects and other things.
Dagoth Ur looks cool though.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Ogre crash in Akulakhan's Chamber

Post by jhooks1 »

Made another 2 commits, one because I messed up and added some files I was not supposed to.
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Ogre crash in Akulakhan's Chamber

Post by Zini »

git status is your friend ;)

Well, that was fast. Will test soon.
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Ogre crash in Akulakhan's Chamber

Post by Zini »

Sorry, there is no way I will go through all this conflict resolution again. The animation2 branch is hopelessly outdated. Since you had some commit problems anyway, would you mind redoing it? (create a new branch based on master).
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Ogre crash in Akulakhan's Chamber

Post by jhooks1 »

The animation2 branch also has some changes from before that you never merged into master. Would merging master into animation2 be easier?
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Zini
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Joined: 06 Aug 2011, 15:16

Re: Ogre crash in Akulakhan's Chamber

Post by Zini »

I guess so.
jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Ogre crash in Akulakhan's Chamber

Post by jhooks1 »

Merged in master, kept animation.cpp the same since there are so many changes that were never integrated into master.

When you open up a gui window animations keep on going. I had it set up before so it would stop when a gui window is open since this is what morrowind does. Why was this changed?
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