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Wyvern and tanar'ri crash fix


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#1 Miloch

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Posted 17 March 2013 - 08:19 PM

This fixes a long-standing issue with crashes when killing tanar'ri and big wyverns with certain graphics cards (mainly ATI HD cards it seems). Zero-dimension frames raise a divide-by-zero error that those cards cannot handle, nor could editors like BAM Workshop (I & II). To install on Windows, extract the archive to your game folder, double-click on setup-mwyvmtan.exe and follow the instructions in the command window. Refer to the readme for Mac and Linux instructions.


Edited by Miloch, 14 December 2014 - 04:45 PM.
version update

Infinity Engine Contributions
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PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#2 -thunderdart-

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Posted 01 September 2014 - 09:04 AM

where can i find that archive

 



#3 The Imp

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Posted 01 September 2014 - 09:40 AM

where can i find that archive

The above link works for me, now... try to refresh your browser on this thread, and then refresh the link-ed page too, my first time it didn't open correctly either, but after that it does somehow. Also you can try and open this page first, and get the refresh that way.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#4 JustChip

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Posted 13 December 2014 - 09:55 AM

Miloch,

 

Per your recommendation from http://forum.baldurs...#Comment_588184 I have DL'd the full fix compilation http://www.shsforums...rri-and-wyvern/ and extracted just the 12 .bam files which pertain to the wyvern crashing problem (mwyvg12-14, mwyvg21-24 & mwyvg31-34) into override.  Unless I would experience a similar problem with the tanar'ri, I feel it better to postpone that portion of the extraction. 

 

To remind...I am running just the vanilla 5-CD version of Baldur's Gate with (what I believe is) the most current patch --> 1.1.4315.  OS is WinXP SP2. The Vcard is ATI Radeon X300, Driver 8.263.0.0.  DirectX version 9.0c.

 

I just tested it a few times after installing the fix files.  The first time, the game crashed as before.  The next 3 attempts, however, resolved successfully with the wyvern skulls dropping as designed.  I tried it both by leaving a party member outside the cave and with full party entering together.  Seems to work in either case.  (Please note the attached save file I also furnished in the forum.baldursgate.com thread.)

 

However, in all attempts, crash or not, the Large Wyverns were not visible on-screen so I was simply attacking the large red circles.  The baby wyverns were visible as normal.  I can continue to repeat testing of that save to gather a larger sample, but decided to wait to find out if the invisible animations should/can be addressed prior to more testing.

 

In any case, thank you for your attention and effort to help the community deal with this problem.

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#5 The Imp

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Posted 13 December 2014 - 10:08 AM

Miloch,

...I am running just the vanilla 5-CD version of Baldur's Gate with (what I believe is) the most current patch --> 1.1.4315. 

Erhm, the Infinity Animation is a BG2 mod and it requires the ToB expansion too to actually work as it's supposed to, so there's likely to be a little you can do to the BG1 game with the files:

From the readme:

 

Infinity Animations
A Spellhold Studios mod for Baldur's Gate II: ToB, Baldur's Gate Trilogy and Tutu

Edited by The Imp, 13 December 2014 - 10:09 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 Miloch

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Posted 14 December 2014 - 04:51 PM

Erhm, the Infinity Animation is a BG2 mod and it requires the ToB expansion too to actually work as it's supposed to, so there's likely to be a little you can do to the BG1 game with the files

Actually, this fix doesn't require Infinity Animations or Throne of Bhaal. However, the animations were compressed, a format not supported on vanilla Baldur's Gate and Icewind Dale.

 

I've updated the initial topic and download page link with a v2 that decompresses the animations to make them compatible with those games. I've tested that this works with vanilla BG and JustChip's saved game. I was not able to reproduce any crash, which confirms this seems to be an ATI-specific issue (I have a similar system only with an Intel HD card), but I was able to reproduce the issue with the compressed animations (and confirm that the v2 works).

 

Note that the installer will skip the tanar'ri fix if your game doesn't have tanar'ri (for BG1 this was only added in TotSC).


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#7 JustChip

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Posted 15 December 2014 - 12:14 AM

V2 worked like a charm, Miloch!  I need not skip all those encounters anymore. ;)

 

Your efforts to aid players (like me) who may be operating a wide spectrum of configurations and game versions is both impressive and laudable, especially given the age of these legacy games. Keep up the great work!