Staredit Network > Forums > Modding Assistance > Topic: [RESOLVED] Kerrigan Death crashes game
[RESOLVED] Kerrigan Death crashes game
Aug 19 2011, 2:16 am
By: Pr0nogo  

Aug 19 2011, 2:16 am Pr0nogo Post #1



Me again.

My Infested Kerrigan iscript


Whenever Kerrigan dies (her .grp has been replaced with an unedited copy of the Lurker's .grp) it crashes the game. Update: Changing it to the Devourer death (# 483) has no effect. Not sure what this is now; an iscript issue or a .dat issue. Any clue?

Post has been edited 3 time(s), last time on Aug 20 2011, 5:10 am by Pr0nogo.




Aug 19 2011, 2:27 am xAngelSpiritx Post #2

eternal lurker

Quote
AirAttkRpt SarahKerriganGndAttkInit
:facepalm:



None.

Aug 19 2011, 2:46 am Pr0nogo Post #3



lol

Then why did it work once? so confuse
nvm I looked at it again
P.S. thanks for all your help and I'll play SC1 mods with you if you want :hurr:

NEW QUESTION see OP




Aug 19 2011, 11:22 am xAngelSpiritx Post #4

eternal lurker

Quote
playfram 0x1a9 # Frame set 25
wait 2
playfram 0x1ba # Frame set 26
wait 2
playfram 0x1cb # Frame set 27
wait 2
playfram 0x1dc # Frame set 28
wait 2
playfram 0x1ed # Frame set 29
wait 2
Quote
an unedited copy of the Lurker's .grp
The default Lurker GRP only has 12 frame sets.



None.

Aug 19 2011, 2:40 pm Pr0nogo Post #5



I didn't edit the script, though, and the Burrow animations use frame sets higher than 12 (and don't crash).




Aug 19 2011, 8:08 pm xAngelSpiritx Post #6

eternal lurker

Quote
I didn't edit the script, though
What do you mean, you didn't edit the script? I assume the iscript in the OP is the one that crashes?

Quote
, and the Burrow animations use frame sets higher than 12 (and don't crash).
I'm not sure then. The default lurker GRP has only 12 frame sets, and that would certainly crash if you attempted to use higher ones.
...But now that I really think about it, I believe the lurker's GRP is split into two parts, unit/zerg/lurknorm.grp and unit/zerg/lurkburr.grp. That's probably how the burrow animation uses framesets higher than 12 without crashing; the other framesets are from the burrowed lurker GRP.

This might be the source of your problem. You made Infested Kerrigan use lurknorm.grp, right? Did you also check to see if she was using lurkburr.grp, and (maybe) lurkegg.grp? Unfortunately, I can't say for sure whether this is really the source of the crash, since I've never worked with the lurker before due to the likelihood of there being some hardcoded shit with it.



None.

Aug 19 2011, 8:28 pm ubermctastic Post #7



I'm confused.... If this unit is supposed to be exactly the same as the lurker... Why don't you just give it the same graphics in dat.edit? Is it supposed to have a spell or something?



None.

Aug 19 2011, 8:38 pm Voyager7456 Post #8

Responsible for my own happiness? I can't even be responsible for my own breakfast

I agree with K_A - I'm confused as to why you're replacing Kerrigan's GRP when you could just change the DAT entry.

In any case, I'm curious as to which GRP file you used to replace Kerrigan's. unit\zerg\zlurker.grp is the one you're looking for, as it has all of the frames. I'm not actually sure lurkernorm and lurkerburr are used for anything.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Aug 19 2011, 9:02 pm Pr0nogo Post #9



Quote from xAngelSpiritx
What do you mean, you didn't edit the script? I assume the iscript in the OP is the one that crashes?
It is, but all I edited there were the headers to point to the proper entries in Kerrigan's iscript.


Quote from name:K_A
I'm confused.... If this unit is supposed to be exactly the same as the lurker... Why don't you just give it the same graphics in dat.edit? Is it supposed to have a spell or something?
I need to make the Kerrigan unit move faster (by default, the Lurker clone moves at about half-speed than the regular Lurker, despite being linked to the same iscript, so I made a new iscript) and I can't edit the move speed on the Lurker iscript without boosting it for both units.


Quote from Voyager7456
In any case, I'm curious as to which GRP file you used to replace Kerrigan's. unit\zerg\zlurker.grp is the one you're looking for, as it has all of the frames. I'm not actually sure lurkernorm and lurkerburr are used for anything.



unit\zerg\zlurker.grp was exported, copied, and renamed 'uikerr.grp', then imported into my .mpq under unit\zerg\




Aug 19 2011, 9:20 pm xAngelSpiritx Post #10

eternal lurker

Quote from Voyager7456
unit\zerg\zlurker.grp is the one you're looking for, as it has all of the frames.
Whoops. :><: Forget I said anything.

My best guess with the crash is that there's either something else in your mod somewhere that's causing a crash, or there's something hardcoded. I doubt it's the latter though.



None.

Aug 19 2011, 9:34 pm Voyager7456 Post #11

Responsible for my own happiness? I can't even be responsible for my own breakfast

I just replaced the Infested Kerrigan GRP with zlurker, copy and pasted your iscript in and everything worked fine. It must be some other change you've made - what else did you do?



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Aug 19 2011, 9:44 pm Raitaki Post #12



Quote from Pr0nogo
I need to make the Kerrigan unit move faster (by default, the Lurker clone moves at about half-speed than the regular Lurker, despite being linked to the same iscript, so I made a new iscript)
The reason Pron prolly edited his iscript was cuz of that ^
Only flying and hovering units' speed is editable via iscript. For ground non-hovering units' speed, edit it in the unit's flingy.dat.

Post has been edited 1 time(s), last time on Aug 19 2011, 10:06 pm by Raitaki.



None.

Aug 19 2011, 9:45 pm Voyager7456 Post #13

Responsible for my own happiness? I can't even be responsible for my own breakfast

Quote from Raitaki
Quote from Pr0nogo
I need to make the Kerrigan unit move faster (by default, the Lurker clone moves at about half-speed than the regular Lurker, despite being linked to the same iscript, so I made a new iscript)
Only flying and hovering units' speed is editable via iscript. For ground non-hovering units' speed, edit it in the unit's flingy.dat.

No. Flying units have their speed controlled by flingy.dat. Everything else is controlled via iscript.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Aug 19 2011, 10:14 pm Pr0nogo Post #14



Quote from Voyager7456
I just replaced the Infested Kerrigan GRP with zlurker, copy and pasted your iscript in and everything worked fine. It must be some other change you've made - what else did you do?
Can you send me this script? PM or whatever is fine. The most I can think of is a misplaced .dat edit or something...


Quote from Raitaki
Only flying and hovering units' speed is editable via iscript. For ground non-hovering units' speed, edit it in the unit's flingy.dat.
lol




Aug 19 2011, 10:31 pm Voyager7456 Post #15

Responsible for my own happiness? I can't even be responsible for my own breakfast

It literally is the iscript in your post, nothing more. If you want, you can PM me your mod and I'll take a look at it.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Aug 20 2011, 4:20 am Voyager7456 Post #16

Responsible for my own happiness? I can't even be responsible for my own breakfast

I took a look at your mod and I killed many an Infested Kerrigan and it did not crash. What are the circumstances under which you were testing?



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Aug 20 2011, 5:09 am Pr0nogo Post #17



Fuck it, after tinkering around with the old files it just causes Kerrigan to crash after the unit moves. I'm gonna use the new files that fix the issue without improving Kerrigan's speed. Thanks for the help.

Resolved.




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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
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[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
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[2026-6-20. : 3:47 pm]
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[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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