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Re: Dealing with Memory Access Violations

Posted: Sat Mar 07, 2015 11:05 pm
by juanjp600
clawedpurse wrote:Out of curiosity, is this due to the computer I am using or what?
It's your GPU being incompatible with the extensions the game includes to achieve certain effects. It's not your fault, the developer of these extensions made some very unstable code to get them to work on some PCs.

Seemingly randomly implemented gamebreaking MAV

Posted: Tue Mar 17, 2015 12:28 pm
by SCP 001
[v1.0.6]
OS: Win 7 Pr0 x64
Hardware: Asus G73J Laptop with default hardware
Changed Settings from default (SCP): 1920x1080 Res, Crouch assigned to c, Inventory assigned to f.

I'm stuck near the SCP-939s. I can go up and down both elevators, but as soon as I go a short distance away from the elevators (Outside the service tunnel) I get an MAV. I can stay in the tunnel as long as I want. SCP-049 is nearby. I've been through this tunnel multiple times before on this save. Oh, and I've already recaptured SCP-106.

I've tried everything the first post mentioned (and more) (Except bcdedit.exe /set {current} nx AlwaysOff because that has something to do with computer booting and no one' has seemed to give a detailed description as to what it does exactly, how it would fix this and how to reverse it if it doesn't.) and I've tried it all at once. Nothing.

I still have the save file if any coders are willing to look into what the hell happened.

Re: Seemingly randomly implemented gamebreaking MAV

Posted: Tue Mar 17, 2015 12:30 pm
by Hakkla
SCP 001 wrote:[v1.0.6]
OS: Win 7 Pr0 x64
Hardware: Asus G73J Laptop with default hardware
Changed Settings from default (SCP): 1920x1080 Res, Crouch assigned to c, Inventory assigned to f.

I'm stuck near the SCP-939s. I can go up and down both elevators, but as soon as I go a short distance away from the elevators (Outside the service tunnel) I get an MAV. I can stay in the tunnel as long as I want. SCP-049 is nearby. I've been through this tunnel multiple times before on this save. Oh, and I've already recaptured SCP-106.

I've tried everything the first post mentioned (and more) (Except bcdedit.exe /set {current} nx AlwaysOff because that has something to do with computer booting and no one' has seemed to give a detailed description as to what it does exactly, how it would fix this and how to reverse it if it doesn't.) and I've tried it all at once. Nothing.

I still have the save file if any coders are willing to look into what the hell happened.
A save file would be excellent to replicate the MAV.

Re: Seemingly randomly implemented gamebreaking MAV

Posted: Tue Mar 17, 2015 1:11 pm
by SCP 001
Hakkla wrote: A save file would be excellent to replicate the MAV.
I just don't know of a good, free, non-bs place to upload where others can download.

[Edit] That was easy. http://www.filedropper.com/dirk

Re: Dealing with Memory Access Violations

Posted: Tue Mar 17, 2015 4:34 pm
by Hakkla
Okay, got that bug fixed. My interpretation is that 939's room (and its inhabitants) gets freed from memory when you go sufficiently far, but the NPC code still tries to control the now nonexisting 939s, giving an "Object does not exist" error on code block starting at NPC.bb:3136. I just implemented a very basic sanity check.

You can download the fixed .exe and NPC.bb here if you want.

Re: Dealing with Memory Access Violations

Posted: Wed Mar 18, 2015 2:31 am
by SCP 001
It works, awesome. Just out of curiosity, does this just effect 939 or does it affect more?

Re: Seemingly randomly implemented gamebreaking MAV

Posted: Wed Mar 18, 2015 1:17 pm
by CommanderMark
SCP 001 wrote:Except bcdedit.exe /set {current} nx AlwaysOff because that has something to do with computer booting and no one' has seemed to give a detailed description as to what it does exactly, how it would fix this and how to reverse it if it doesn't.
I decided to look into what the command actually does and I added a more detailed explanation to the OP.

Re: Dealing with Memory Access Violations

Posted: Fri Apr 10, 2015 8:52 pm
by matej
I seem to be getting a MAV after around half an hour of gameplay. Doesn't really matter what location I'm in but it might be related to progress in the game and scripted events? First indication that it's about to begin is a door will vanish and just appear black on the other side. Walking through makes me fall through the floor and shortly after the MAV warning pops up. If I don't walk through the door and just stand still it still shows up around 30 seconds later.

Re: Dealing with Memory Access Violations

Posted: Tue Apr 14, 2015 5:59 pm
by Vulpest
matej wrote:I seem to be getting a MAV after around half an hour of gameplay. Doesn't really matter what location I'm in but it might be related to progress in the game and scripted events? First indication that it's about to begin is a door will vanish and just appear black on the other side. Walking through makes me fall through the floor and shortly after the MAV warning pops up. If I don't walk through the door and just stand still it still shows up around 30 seconds later.
Can this be called a necro post? It's a worthy thread, I think this should be pinned.

Re: Dealing with Memory Access Violations

Posted: Thu May 21, 2015 2:26 am
by randumbguy64
After fidgeting with settings, re-downloading, and trying absolutely everything I could, I got the game to successfully run... However It still has a MAV in full screen (which I can deal with) and when I try to save the game (that's "save&exit" in the menu, and with F5) Anybody have info for me? Thanks.