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Re: (almost)MAV-less Blitz3D

Posted: Sun Aug 14, 2016 8:59 pm
by Sad_ness
juanjpro wrote:If you're referring to the modified CB build, I wouldn't be surprised if it became an official part of the game.

As for Blitz3D itself, I'll never have to update code, because it's dead.
hm, ok.

also, I tried playing the modified SCP:CB and got a MAV when I tried to use the S-Nav.

Re: (almost)MAV-less Blitz3D

Posted: Sun Aug 14, 2016 9:09 pm
by juanjp600
Which version of the S-NAV were you using? I can't replicate this bug.

Re: (almost)MAV-less Blitz3D

Posted: Sun Aug 14, 2016 9:14 pm
by Sad_ness
juanjpro wrote:Which version of the S-NAV were you using? I can't replicate this bug.
the S-Nav 300 I believe it is

it's the one you can find with the L-2 keycard

Re: (almost)MAV-less Blitz3D

Posted: Sun Aug 14, 2016 9:54 pm
by Vane Brain
juanjpro wrote:If you're referring to the modified CB build, I wouldn't be surprised if it became an official part of the game.
1.3.2... soon

Re: (almost)MAV-less Blitz3D

Posted: Wed Aug 17, 2016 4:36 am
by zornor90
Started a new playthrough of 1.3.1 using this mod. It seems a lot more stable. I did have two MAVs: one in 914 when raising the gamma, and one during 049's event in the surveillance room when I tried to use 1499 to teleport and escape him. Overall though, it played well and seemed to load faster as well.

Re: (almost)MAV-less Blitz3D

Posted: Wed Aug 17, 2016 3:28 pm
by juanjp600
That's not nearly stable enough, I'll look into it.

Re: (almost)MAV-less Blitz3D

Posted: Sat Aug 20, 2016 8:57 pm
by Vane Brain
juanjpro wrote:That's not nearly stable enough, I'll look into it.
This thing is actually dangerous and work like a virus! It start writing log over and over. And you can have a txt file with GIGABYTES on it!
Example
Spoiler

Code: Select all

***************
Field reference: Object does not exist
EntityX: Entity does not exist
Field reference: Object does not exist
EntityZ: Entity does not exist
Field reference: Object does not exist
***************
It writes this over and over and over...

Re: (almost)MAV-less Blitz3D

Posted: Sat Aug 20, 2016 9:02 pm
by juanjp600
Not sure if you're joking here, but that's intended behavior. You could add a check in the code to prevent it from spamming the same error over and over again, or even just close the game after a certain amount of errors.
In fact, you should place error checks in more places and give each check an ID to make debugging easier.

Anyway, I think I know where I missed some error checks, I'll get to that eventually.

Re: (almost)MAV-less Blitz3D

Posted: Sat Aug 20, 2016 9:08 pm
by Vane Brain
juanjpro wrote:Not sure if you're joking here, but that's intended behavior. You could add a check in the code to prevent it from spamming the same error over and over again, or even just close the game after a certain amount of errors.
In fact, you should place error checks in more places and give each check an ID to make debugging easier.

Anyway, I think I know where I missed some error checks, I'll get to that eventually.
I'm not joking, but ID idea is good :D

Re: (almost)MAV-less Blitz3D

Posted: Wed Aug 24, 2016 1:28 am
by juanjp600
Updated the build, I added a few more checks that weren't even in Blitz3D in the first place. This should hopefully put a definitive end to Memory Access Violations.

You can see the changes to the source here: https://github.com/juanjp600/blitz3d/co ... 6a79183edf