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Author Topic: Heretic II , Problem!  (Read 5559 times)

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Offline Rogue

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Re: Heretic II , Problem!
« on: October 13, 2003, 12:30:11 AM »
(Trying vehemently to ignore Mr. Trollmaster...)

The "Funny" thing is that there shouldn't be any connection between Heretic II's save games and memory.  It just replaces the function pointers with numbers (based on a table) and dumps that to a file. On load, it replaces the numbers by function pointer again (based on the same table), so there should be absolutely no connection to available memory...

Bottom line is I don't have any idea why the game would crash with more memory - you'd normally assume the opposite.

I'm sorry I cannot help you there. It's exceedingly annoying to have the game crash on the last level (I have played the whole game, so I know how hard it was especially in the last few levels). I normally would say it is coincidence, but since the same thing happened before it can't really be unrelated. but like I said I wouldn't know any reason how this could happen.

I'll scan the source code again for clues, but I'm afraid that is all I can do.

Best regards,
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Offline Rogue

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Re: Heretic II , Problem!
« Reply #1 on: October 13, 2003, 12:32:28 AM »
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old simm's was 60ns also... , i might try it to make sure but hey that doesnt help me at all, as i am not going back :D


Speaking of 60ns, did you try setting them to 70ns? Are the SIMM's different size/models?
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Offline Rogue

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Re: Heretic II , Problem!
« Reply #2 on: October 13, 2003, 12:48:26 AM »
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i can send you my saves , maybe when i installed the new ram they somewhat got messed up?.


You can try, I don't know if my mail account can handle that, though. I think it is somewhere at 5 megabytes.

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cheers and thanx for replying hans jøerg!


I wish I could help you., too...

Regards,
Look out, I\'ve got a gun
 

Offline Rogue

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Re: Heretic II , Problem!
« Reply #3 on: October 13, 2003, 01:53:10 PM »
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Purely guessing here, but could there be any data in the saved game that is indirectly linked to the machine state, rather than something more obvious. Maybe some cacheing mechanisms hold more data in memory possibly affecting the ordering of tables and such?


No, I don't think so. The problem is that (like Quake 2) there are function pointers which are saved based on the assumption that their virtual address will be the same whenever you load the game. In Quake2 we came up with a better solution by looking up the function it points to in the program's seglist and replacing the pointer with a seglist number/Offset pair. In H2, we used a table lookup for that (which can get quite large).

The original game had another twist - if you updated the gamex86.dll, it would cease to work with old saved games because of the reason outlined above.

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Yeah, he probably doesn't even know who you are


That goes the other way, too - I don't even know who he is ;-)
Look out, I\'ve got a gun