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Author Topic: Analysis on a common Noggit error  (Read 4943 times)

Ascathos

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Analysis on a common Noggit error
« on: June 05, 2012, 04:48:01 pm »
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

I try to understand this error, for the simple reason that it comes with many ADT no matter if I fixed it's doodads with the fixer, removed it's doodads with the doodad changer or leave it as it is.

To see if this is the case, I tried the following:

I used the "raw" ADT:
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

Fixing the ADT with the "Doodad Fix" on here:
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

Removing all Doodads from the ADT without Fix:
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

ADT with all Doodads removed with the "doodad adder" and with the fix applied.
->
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".

So basically, it can not be related to the doodads - it's always related to something else - can it ? Unfortunately, and that is simply my initial issue - this error is somehow "always" appearing. From previous edits, I know that the exact same error is applying to ADTs which do not have the doodad fix ran yet - after I am running it though, they work completely fine.

So, my question would be - what is it ?
It says that it can not access an area or a part from the ADT, which leads to a corrupted, missing or broken part, but how can it show such an error if the exact same error applies to "somehow working" ADTs after doodad changes ?


Additional: I use the Wow.exe with the md5 change, which doesn't require a new MPQ but loads from the immediate world folder.
I have no Custom MPQ or additional custom changes applied, so I am solely trying to run the "ADT" changes.
Same applies for the times I edited with Noggit; I use the newest SDL version.
Noggit is applied to a clean 3.3.5a version with the reggedit always pointing to the folder (checked it several times). No config file is ran.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: Analysis on a common Noggit error
« Reply #1 on: June 05, 2012, 05:04:55 pm »
Quote from: "Ascathos"
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: D:GamesworldofwarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8
Does not matter.
Quote from: "Ascathos"
Code: [Select]
The memory could not be "read".
Does not matter.
Quote from: "Ascathos"
Fixing the ADT with the "Doodad Fix" on here:
Does not matter.
Quote from: "Ascathos"
Removing all Doodads from the ADT without Fix:
Does not matter.
Quote from: "Ascathos"
ADT with all Doodads removed with the "doodad adder" and with the fix applied.
Does not matter.
Quote from: "Ascathos"
can it ?
Sure.
Quote from: "Ascathos"
It says that it can not access an area or a part from the ADT
It does not.
Quote from: "Ascathos"
Additional: I use the Wow.exe with the md5 change, which doesn't require a new MPQ but loads from the immediate world folder.
Does not matter.
Quote from: "Ascathos"
Noggit is applied to a clean 3.3.5a version with the reggedit always pointing to the folder (checked it several times). No config file is ran.
Does not matter.
Quote from: "Ascathos"
Code: [Select]
The instruction at "0x007B31F8" referenced memory at "0x00000010".
Matters. The only thing one can tell you, is that somewhere in the file, there is a pointer that should be set but is not. This might be anything, maybe MHDR or MCIN or MCNK, anything which has pointers or offsets.

The only way to find this out is investigating the ADT file in detail manually or finding out what "0x007B31F8" does.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: Analysis on a common Noggit error
« Reply #2 on: June 05, 2012, 06:06:00 pm »
This issue is caused by the ADT referencing a detail doodad ID that is not given in the DBC, either by saving incorrectly or not editing the DBC correctly.

This can be fixed by adding an entry to the DBC for all IDs or by removing the id from the ADT.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: Analysis on a common Noggit error
« Reply #3 on: June 05, 2012, 08:22:17 pm »
... I apologize for being so persistent and I feel kinda bad about it. My logic got me to the point that I either have to edit each detailtextureid (I use the 010 editor templates) or I just have to edit the ofsMTEX. However, it seems kind of illogical to do the last one, so I'm at a stuck point that I might have to edit each texture ID. Am I guessing right ? I apologize for my missing experience.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Analysis on a common Noggit error
« Reply #4 on: June 06, 2012, 07:25:05 am »
Do you use something else on the ADTs then noggit to get this error?
I creat the ADTs with taliis and then use ONLY noggit and the allwaterWotlK CMD. And i never had any crashing adt. And I do much work on them and save hunded of times.
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Ascathos

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Re: Analysis on a common Noggit error
« Reply #5 on: June 06, 2012, 11:42:04 am »
Non. I just start editing a new area with Noggit. This time, it was Brill in Tirisfal Glade. Just one sole ADT containing the whole town - I cleaned it from all the things I don't want, added my m2's and wmos on it, changed the textures (STRG+Shift + Left Click on each Chunk and placed the texture new accordingly on it) and save it (of course, saves are also inbetween  :roll: ). Trying to load the ADT up results to that error at times. My friend who also works with Noggit always has the issue, which is why I'm trying to get a hold of how to fix it.


Also, considering that -1 is not an hex value, do I have to reduce the IDs by one or set it to 0 ? :3 I am not really knowledgable on the matter and I might've been doing it wrong until now.

I can upload it later if you want me to.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: Analysis on a common Noggit error
« Reply #6 on: June 06, 2012, 11:48:13 am »
-1 equals 0xffffffff
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Analysis on a common Noggit error
« Reply #7 on: June 06, 2012, 11:48:43 am »
The problem could be taht you edit exiting stuff. I always build new adts.
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Ascathos

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Re: Analysis on a common Noggit error
« Reply #8 on: June 06, 2012, 11:51:32 am »
Quote from: "Steff"
The problem could be taht you edit exiting stuff. I always build new adts.
That might be, but the main issue with building new adts is the implementation into existing structure. Especially considering if changes move over to multiply ADTs it gets pretty dirty in the implementation.

@schlumpf Alright, I'll give it a try again as soon as I have the ability to.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Analysis on a common Noggit error
« Reply #9 on: June 06, 2012, 11:58:13 am »
Ähm... for me is using noggit to build my own and new stuff and not use existing structures ;)
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Ascathos

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Re: Analysis on a common Noggit error
« Reply #10 on: June 06, 2012, 11:59:50 am »
Quote from: "Steff"
Ähm... for me is using noggit to build my own and new stuff and not use existing structures ;)
That may be true and I (for my part) do accept that Noggit is not "perfect" for every purpose, but that's why I search for solutions and consult way more experienced users for a possible solution. If it works, I'm grateful - if not, I have to look another way :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Analysis on a common Noggit error
« Reply #11 on: June 06, 2012, 12:28:02 pm »
Give me the map and adt cords and what you did there. I will try it also:)
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Ascathos

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Re: Analysis on a common Noggit error
« Reply #12 on: June 06, 2012, 05:03:34 pm »
I am editing the Azeroth_31_27.adt and I basically edited every chunk (removed the textures and re-placed them) , placed some details like WMOs and M2s, etc..

After saving, it resulted in that.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: Analysis on a common Noggit error
« Reply #13 on: June 06, 2012, 11:33:36 pm »
I can confirm a similar issue with another ADT edit;

Azeroth_31_28 and Azeroth_31_29

I did the same things, but it is still not working. The same error as above. I assume that Noggit is not properly saving these changes to the doodad things. Unfortunately, changing all the effectDetailsID doesn't seem to work either; or I did something wrong.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Analysis on a common Noggit error
« Reply #14 on: June 07, 2012, 08:44:50 am »
I have tested it and you areright. If i make changes there ADT dont work inside wow.
Now we must find what fchange it is :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
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