Testers wanted for DXOgg.dll fix

Let us help you solve any problems you might have with TNM. This forum should remain spoiler-free - if your problem is spoilery in nature, please post in the forum above.

Moderator: TNM Team

Forum rules
Please only use this forum for problems of a technical nature. If you're stuck somewhere in the game, post in the TNM Spoiler Zone forum. If the game crashes, you can't load a savegame, or something just plain isn't working, this is the place to post.
User avatar
Jim
Off Topic Productions
Off Topic Productions
Posts: 301
Joined: Thu Apr 29, 2004 10:12 pm
Contact:

Re: Testers wanted for DXOgg.dll fix

Post by Jim »

Hey now, you'd better increase the size of that april fools text there!
I exist within the power lines...for some odd reason.
Javelin
Thug
Posts: 16
Joined: Fri Mar 27, 2009 3:42 am

Re: Testers wanted for DXOgg.dll fix

Post by Javelin »

Oh Great OGG, worked great..no crashes during the whole DXI level.
Had one crash entering the DXE Bld..Wolfie barked at the the level change entering the building!
User avatar
Thehotdogman
NSF
Posts: 97
Joined: Mon Mar 16, 2009 7:40 pm

Re: Testers wanted for DXOgg.dll fix

Post by Thehotdogman »

I'm getting the following during the ABI outro allied with WC. I'm using TNM 1.0.1 w/ DXGOTY 1112fm and the latest DXOgg.dll as of page five of this thread. If you need any more information, let me know.

---------------------------

Critical Error
---------------------------
DXOgg: File '..\TNM\Music\Ogg\Blank.ogg' is not a valid ogg morbis file



History: AActor::ProcessState <- Object Dispatcher 23_ABILabs.Dispatcher7, Old State State Engine.Dispatcher.Dispatch, New State State Engine.Dispatcher.Dispatch <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- XGameEngineExt::Tick <- UpdateWorld <- MainLoop
---------------------------
OK
---------------------------
Daedalus:GlobalNode:UN//UNATCO//PUBLIC//923.128.6430/ForumPost
User avatar
Jim
Off Topic Productions
Off Topic Productions
Posts: 301
Joined: Thu Apr 29, 2004 10:12 pm
Contact:

Re: Testers wanted for DXOgg.dll fix

Post by Jim »

What the.. chocobo version? Try this then. I think I just had to do a case-insensitive string compare instead. *grubmles angrily at whoever used blank.ogg for both an intro and a loop*
Attachments
DXOggChocobo2.zip
(174.42 KiB) Downloaded 663 times
I exist within the power lines...for some odd reason.
User avatar
Thehotdogman
NSF
Posts: 97
Joined: Mon Mar 16, 2009 7:40 pm

Re: Testers wanted for DXOgg.dll fix

Post by Thehotdogman »

Same error. Interestingly, i've had no errors regarding the dll in the past, not even in the 1.0.0 edition. Then again, i never made it this far. Though i hear DXI gave many people the runabout.
Daedalus:GlobalNode:UN//UNATCO//PUBLIC//923.128.6430/ForumPost
User avatar
Trafalgar
NSF
Posts: 96
Joined: Sun Mar 15, 2009 3:42 pm

Re: Testers wanted for DXOgg.dll fix

Post by Trafalgar »

You didn't rename Blank.ogg to Blank.ogg.ogg earlier, did you? Just checking to make sure. (If you did, change it back)
User avatar
Jim
Off Topic Productions
Off Topic Productions
Posts: 301
Joined: Thu Apr 29, 2004 10:12 pm
Contact:

Re: Testers wanted for DXOgg.dll fix

Post by Jim »

do you get the error if you click "credits" when you start the game up, or just that level? you really shouldn't be having that error at all if the file exists.

Edit - Wait a sec.. the file has to exist to get to that error. You should send me a savegame or something. I really need to be able to replicate this.
I exist within the power lines...for some odd reason.
User avatar
Thehotdogman
NSF
Posts: 97
Joined: Mon Mar 16, 2009 7:40 pm

Re: Testers wanted for DXOgg.dll fix

Post by Thehotdogman »

I get this error trying to play credits:

---------------------------
Critical Error
---------------------------
DXOgg: File '..\TNM\Music\Ogg\Blank.ogg' is not a valid ogg morbis file



History: UObject::ProcessEvent <- (tnmcredits DX.trestkon0.DeusExRootWindow0.tnmcredits0, Function DeusEx.CreditsScrollWindow.InitWindow) <- XWindow::ProcessScript <- XWindow::CreateNewWindow <- UObject::ProcessEvent <- (tnmMenuMain DX.trestkon0.DeusExRootWindow0.tnmMenuMain0, Function DeusEx.MenuUIMenuWindow.ButtonActivated) <- XWindow::ProcessScript <- XButtonWindow::ActivateButton <- XButtonWindow::MouseButtonReleased <- XRootWindow::HandleButtons <- XRootWindow::Process <- XInputExt::Process <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- WM_BUTTONUP <- UWindowsViewport::ViewportWndProc <- WWindow::StaticProc <- DispatchMessage <- 00640320 514 <- MessagePump <- MainLoop
---------------------------
OK
---------------------------


Here's my save game in ABI. Sorry, but for some reason i couldn't attach it in the post. I'm allied with WC. All i have to do is press the switch to open the gates and move the shuttle into position.

http://files.filefront.com/Saverar/;135 ... einfo.html
Daedalus:GlobalNode:UN//UNATCO//PUBLIC//923.128.6430/ForumPost
User avatar
Jim
Off Topic Productions
Off Topic Productions
Posts: 301
Joined: Thu Apr 29, 2004 10:12 pm
Contact:

Re: Testers wanted for DXOgg.dll fix

Post by Jim »

I tested your save game and I was able to get to the space station just fine.

Yea, you have to be using the wrong version. The credits button is what I used to replicate the problem and fix it in the first place, and if that's not working then you definitely have to have a wrong version. You did place the newest version on this page into DeusEx\System, correct? Not the TNM\System directory.
I exist within the power lines...for some odd reason.
User avatar
Thehotdogman
NSF
Posts: 97
Joined: Mon Mar 16, 2009 7:40 pm

Re: Testers wanted for DXOgg.dll fix

Post by Thehotdogman »

Yup. Moved and replaced. I'm using Realtek High Definition integrated audio if that helps to clarify anything.

Edit: Wait wait wait, deusex/system, not tnm/system?
Daedalus:GlobalNode:UN//UNATCO//PUBLIC//923.128.6430/ForumPost
User avatar
Jim
Off Topic Productions
Off Topic Productions
Posts: 301
Joined: Thu Apr 29, 2004 10:12 pm
Contact:

Re: Testers wanted for DXOgg.dll fix

Post by Jim »

Yep, DeusEx\System is where it needs to go ^_^

Sorry I'm a crazy person who tends to edit his post 20 million times. That and I didn't think you'd respond so quick.
I exist within the power lines...for some odd reason.
User avatar
Thehotdogman
NSF
Posts: 97
Joined: Mon Mar 16, 2009 7:40 pm

Re: Testers wanted for DXOgg.dll fix

Post by Thehotdogman »

Hurrah! Success!!!! Thanks for all the help.
Daedalus:GlobalNode:UN//UNATCO//PUBLIC//923.128.6430/ForumPost
User avatar
Jim
Off Topic Productions
Off Topic Productions
Posts: 301
Joined: Thu Apr 29, 2004 10:12 pm
Contact:

Re: Testers wanted for DXOgg.dll fix

Post by Jim »

No problem! You had me quite concerned for a second there.
I exist within the power lines...for some odd reason.
User avatar
Hassat Hunter
Illuminati
Posts: 2182
Joined: Fri Apr 10, 2009 1:20 pm

Re: Testers wanted for DXOgg.dll fix

Post by Hassat Hunter »

Using the chocobo2 .dll version now myself instead of the "hotfix" for 1.0.1 and it fixed ALL my random crashing issues! Nice job on it, and thnx for posting it!
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
rwn
Mole Person
Posts: 2
Joined: Sun Apr 19, 2009 2:38 am

Re: Testers wanted for DXOgg.dll fix

Post by rwn »

board is an Asus p5n7a vm vista 64 ultimate with xp service pack2 compatibility on for the short cut
Having trouble launching the shuttle with a persistent ogg error.would be delighted to test the patch if necessary :)
Locked