I recently found and have started getting into Stronghold: On The Edge of Chaos and I'm up to Tier 2, and now I can't get past mission 1 "Sandstorm." As soon as I get to wave seven (maybe eight?), when the hooded zombies start to spawn, it crashes GZDoom completely soon after the wave starts. It's crashed twice here at the same exact spot in the map (at this wave). It instantly shuts down the entire game, no error message, no error logs, nothing. Just complete dump to desktop.
I am on GZDoom version 2.0.5.0 and my version of Stronghold was from here: http://stronghold.drdteam.org/. I am not running any additional mods at the same time apart from the lights and brightmaps PK3 and a custom PK3 I made that only changes the secret discovery sound to a silent one. Have not had GZDoom crash on me like this in a very long time and it's strange it does it with this mod at this exact spot. I have not been able to find any information on this anywhere else and it seems it works fine for everyone else.
Without crash logs I am stumped. I don't want to play it a third time only for it to dump me out again with no explanation. Any ideas?
Stronghold Edge of Chaos crashing
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Re: Stronghold Edge of Chaos crashing
Yep, It needs to be updated. Those hooded zombies have an infinite loop in their decorate. It's pretty easy to fix.
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Re: Stronghold Edge of Chaos crashing
Do you know what needs to be changed in the DECORATE file? If so, can you post the fixed part here? I'd love to get back to Stronghold'ing but I don't know anything about DECORATE and it seems you know what's up.
EDIT: Doing some digging around, found this: http://www.realm667.com/index.php/en/ku ... han-plague
EDIT: Doing some digging around, found this: http://www.realm667.com/index.php/en/ku ... han-plague
I guess "jumpstate" is A_Jump? I'm looking through the DECORATE for "DuneWarrior" (the hooded zombie), and since I don't know DECORATE, nothing stands out to me. I'll post the full DuneWarrior code below, someone tell me the problem so I can change it in the PK3:Also, as a side note, Torm, I found and tried Stronghold: On the Edge of Chaos the other day. Really impressive stuff, but the Dune Warriors had this glitch that would crash the game. I had to go into Slade 3 and fix it up. Figured I'd point that out. I don't remember what it was, though I think it had to do with some sort of jumpstate error.
Spoiler:
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Re: Stronghold Edge of Chaos crashing
If it's the Dune Warrior that is causing the issue, or rather, the "grenade" (detonator) it throws, then I think I know what's going on. Try updating your GZDoom to a development build.
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Re: Stronghold Edge of Chaos crashing
Ya it's the grenade. You need to remove A_Die from the end of the death state. Was that fixed in a later build?
Here is a fixed Decorate for it either way:
Here is a fixed Decorate for it either way:
Code: Select all
ACTOR DuneWarrior 30040
{
//$Category Stronghold_Monsters
spawnid 215
painchance "Stunner", 128
OBITUARY "%o was killed by a dune warrior."
Health 120
Radius 20
Height 56
Mass 100
Speed 12
PainChance 160
SEESOUND "dune/sight"
ATTACKSOUND "chainguy/attack"
PAINSOUND "dune/pain"
DEATHSOUND "dune/death"
DropItem "Clip" 128
DropItem "Shell" 128
DropItem "RocketAmmo" 128
MONSTER
+FloorClip
Decal Bulletchip
states
{
Spawn:
ZHRT AB 10 A_Look
Loop
See:
ZHRT AABBCCDD 4 A_Chase
Loop
Missile:
ZHRT E 0 A_Jump(80, 6)
ZHRT E 0 A_Jump(80, 20)
ZHRT E 0 A_Jump(80, 24)
ZHRT E 10 A_FaceTarget
ZHRT F 10 A_CustomMissile("DuneWarriorGrenade", 32, 0, random(16,-16), 0)
ZHRT E 10
Goto See
ZHRT E 10 A_FaceTarget
ZHRT FE 4 BRIGHT A_CPosAttack
ZHRT F 1
ZHRT FE 4 BRIGHT A_CPosAttack
ZHRT F 1
ZHRT FE 4 BRIGHT A_CPosAttack
ZHRT F 1
ZHRT FE 4 BRIGHT A_CPosAttack
ZHRT F 1
ZHRT FE 4 BRIGHT A_CPosAttack
ZHRT F 1
Goto See
ZHRT E 6 A_FaceTarget
ZHRT F 12 A_CustomMissile("DuneWarriorMissile", 32, 0, random(16,-16), 0)
ZHRT E 12 A_FaceTarget
ZHRT F 12 A_CustomMissile("DuneWarriorMissile", 32, 0, random(16,-16), 0)
Goto See
ZHRT A 0 A_SetInvulnerable
ZHRT A 0 A_UnSetShootable
ZHRT A 0 A_PlaySound("dune/active")
ZHRT A 1 A_SetTranslucent(0.8, 0)
ZHRT A 1 A_SetTranslucent(0.6, 0)
ZHRT A 1 A_SetTranslucent(0.4, 0)
ZHRT A 1 A_SetTranslucent(0.3, 0)
ZHRT A 1 A_SetTranslucent(0.0, 0)
ZHRT AABBCCDDAABBCCDDAABBCCDDAABBCCDD 4 A_ExtChase(0,0)
ZHRT A 0 A_PlaySound("dune/active")
ZHRT C 1 A_SetTranslucent(0.2, 0)
ZHRT C 1 A_SetTranslucent(0.4, 0)
ZHRT D 1 A_SetTranslucent(0.6, 0)
ZHRT D 1 A_SetTranslucent(0.8, 0)
ZHRT D 1 A_SetTranslucent(1.0, 0)
ZHRT A 0 A_UnsetInvulnerable
ZHRT A 0 A_SetShootable
Goto Missile+22
Pain:
ZHRT G 3
ZHRT G 3 A_Pain
ZHRT G 0 A_Jump(128,1)
Goto Missile
ZHRT G 0
Goto Missile+27
Pain.Stunner:
ZHRT G 2 A_ChangeFlag("NoPain", 1)
ZHRT G 300 A_Pain
ZHRT G 0 A_ChangeFlag("NoPain", 0)
goto See
Death:
TNT1 A 0 A_GiveToTarget("AwardItem", 3)
ZHRT H 5
ZHRT I 5 A_Scream
ZHRT J 5 A_NoBlocking
ZHRT K 5
ZHRT L 3000
ZHRT LLLLLLLLLLLL 2 A_FadeOut(0.1)
Stop
XDeath:
TNT1 A 0 A_GiveToTarget("AwardItem", 6)
ZHRT O 5
ZHRT P 5 A_XScream
ZHRT Q 5 A_NoBlocking
ZHRT RTUV 5
ZHRT W 3000
ZHRT WWWWWWWWWWWW 2 A_FadeOut(0.1)
Stop
Raise:
ZHRT KJIH 5
Goto See
}
}
ACTOR DuneWarriorMissile
{
Radius 8
Height 12
Speed 20
Damage 10
Scale 0.6
SpawnID 251
PROJECTILE
RENDERSTYLE Normal
SeeSound "monster/brufir"
DeathSound "weapons/hellex"
DONTHURTSHOOTER
+FIREDAMAGE
States
{
Spawn:
FBRS A 1 Bright
FBRS A 1 Bright A_SpawnItemEx("BruiserTrail",0,0,0,0,0,0,0,128)
loop
Death:
BAL3 C 0 Bright A_SetTranslucent (0.67,1)
BAL3 C 6 Bright
BAL3 D 6 Bright A_Explode(64,64,0)
BAL3 E 6 Bright
stop
}
}
ACTOR DuneWarriorGrenade
{
Radius 6
Height 8
Speed 20
SEESOUND "dune/bounce"
DEATHSOUND "catharsi/shotdth"
PROJECTILE
-Shootable
+DoomBounce
+Randomize
-NoGravity
states
{
Spawn:
THR2 A 4 A_PlaySound("catharsi/thermtick")
THR2 B 16
THR2 A 4 A_PlaySound("catharsi/thermtick")
THR2 B 16
THR2 A 4 A_PlaySound("catharsi/thermtick")
THR2 B 16
THR2 A 4 A_PlaySound("catharsi/thermtick")
THR2 B 16
THR2 A 4 A_PlaySound("catharsi/thermtick")
THR2 B 16
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 0)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 20)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 40)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 60)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 80)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 100)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 120)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 140)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 160)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 180)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 200)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 220)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 240)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 260)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 280)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 300)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 320)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 340)
SDFB BCDE 6 BRIGHT A_Die
Death:
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 0)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 20)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 40)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 60)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 80)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 100)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 120)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 140)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 160)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 180)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 200)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 220)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 240)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 260)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 280)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 300)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 320)
SDFB B 0 A_CustomMissile("CatharsiBall", 4, 2, 340)
SDFB BCDE 6 BRIGHT
Stop
}
}
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- Posts: 2254
- Joined: Mon Jan 06, 2014 11:32 pm
Re: Stronghold Edge of Chaos crashing
Yep that fixed it. I died and failed, but I was able to actually play without a crash. Strange this simple fix hasn't already been made and re-uploaded to the mod's minisite itself! Hopefully there are no more game breaking bugs.