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[Problem] Graphics & Transformations, a crash-to-desktop odyssey

Discussion in 'Modding' started by nivomi, Aug 3, 2012.

  1. nivomi

    nivomi Member

    I've been trying to write a character-transformation buff with custom graphics, but it always crashes the game. Before CotW, it would crash without so much as a message box. Now it comes up with a "instruction at [pointer] referenced memory at [pointer]. Memory could not be 'read'" error.
    I'm not sure what's causing this. The Mod Validator throws no errors. The sprites are saved using 8-bit RGB PNGs, as that's what I've seen other mods using. They're also 64x64px (edit: at the moment they're 32x32 because I've been testing things), like many of the official sprites. Does anybody have any idea as to what might be happening?

    One of the sprites in question: https://www.dropbox.com/s/ibmb90olsyzcrf7/angel_idle_r_1.png
    One of the animation files in question: https://www.dropbox.com/s/ga5ikaanycahaeq/angel_placeholder.xml
    The spell:
    Code:
            <spell name="Angel Form" type="self" icon="skills/placeholder64.png">
     
                <buff useTimer="1" time="10" allowstacking="0" stacksize="1" removable="0" icon="skills/placeholder64.png" smallicon="skills/placeholder32.png" self="1">
     
                    <polymorph name="LilAngelGirl"/>
     
                </buff>
     
                </spell>
    The monsterDB entry:
    Code:
    <monDB>
        <monster name="LilAngelGirl" level="1" tiny="0" special="1" taxa="Other">
            <idleSprite left="sprites/angel/angel_idle_l.xml" right="sprites/angel/angel_idle_r.xml" up="sprites/angel/angel_idle_l.xml" down="sprites/angel/angel_idle_r.xml"/>
            <attackSprite left="sprites/angel/angel_move_l.xml" right="sprites/angel/angel_move_r.xml" up="sprites/angel/angel_move_l.xml" down="sprites/angel/angel_move_r.xml"/>
            <hitSprite left="sprites/angel/angel_placeholder.xml" right="sprites/angel/angel_placeholder.xml" up="sprites/angel/angel_placeholder.xml" down="sprites/angel/angel_placeholder.xml"/>
            <morphsprites
                eatSprite="sprites/angel/angel_placeholder.xml"
                drinkSprite="sprites/angel/angel_placeholder.xml"
                levelupmSprite="sprites/angel/angel_placeholder.xml"
                levelupfSprite="sprites/angel/angel_placeholder.xml"
                vanishSprite="sprites/angel/angel_placeholder.xml"
                longidleSprite="sprites/angel/angel_placeholder.xml"/>
            <dieSprite name="sprites/angel/angel_placeholder.xml"/>
            <info latin="(Petitus Angelgirlus)" text="oh man this contained spoilers on what this skill sets gonna be themed after but now its hidden and nobody will know"/>
            <damage crushing="3" slashing="2" piercing="2"/>
     
        </monster>
    </monDB>
     
  2. Daynab

    Daynab Community Moderator Staff Member

    If you are doing them in GIMP, you may need to re-index them using a different program (I saw mtpaint suggested) or maybe pxlr, as GIMP doesn't index png files properly for DoD.
     
  3. nivomi

    nivomi Member

    I'm using photoshop, I'll try resaving them using one of those.
     
  4. nivomi

    nivomi Member

    Alright, I've converted them all to indexed using mtPaint and it's still throwing the same error. Links in the OP should have updated automatically to the converted image.
     
  5. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Can I see your animation .xmls?
     
  6. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    ...okay, I didn't see that link. Your frame delays are crazylow. They should probably reside somewhere between the 50-120 range: right now, your sprite is probably going to cause seizures. That could be what the problem is.

    I've also had troubles getting a polymorph with a mod monster to be stable myself, so I don't know if that's indicative of a problem with modded monster polymorphs in general or not.
     
  7. nivomi

    nivomi Member

    For testing purposes, I've set all the frame durations in all my animation xmls to 150, and yet the crash persists, so I'm guessing it's not just frame length.