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RPG [ Chaos Gate ] サキュバスネスト / Succubus Nests (RE103523, RJ103523)


CrazyPerson

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Re: Succubus Nests

I also have 2.091 crashing on startup, though 2.09 works just fine.

Last lines in Log.txt say
225:引き続き初期化処理... 初期化に成功しました
458:フォントの初期化を行います
462:フォントの初期化は正常に終了しました
463:文字コードバッファの初期化を行います... 完了しました
466:source\System\Script\DataScriptParser.cpp(287) : there is no specified element_name in chunks.
 

TNT90

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Re: Succubus Nests

Strange, I can move just the exe and the data.pak to a separate folder by themselves and it runs fine. I'll try running it on my laptop to see if it works there.
Not sure why this would be happening unless its an issue with the exe requiring the associate libraries being present. Which could be a problem if so. Although it would at least be a solvable problem.

Edit: Not library dependencies, transferred just the data.pak and exe to my laptop and it runs fine.
When you say 2.09 works, do you mean the modified exe works with that version and doesn't on 2.091?
That would be really strange as I know it had to be compiled with 2.091 material as the config file it generates has the additional entries 2.091 added.
This all being said, is anyone actually able to run it successfully? I can't replicate the issue at all on either of my computers.
 
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darkerangel02

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Re: Succubus Nests

I downloaded 2.09 from Teraman's link post 161

xxx.ulmf.org/bbs/showthread.php?t=22451&page=11

I downloaded your .exe and english sample. Placed .exe in succubus nest folder (with old succubusnest.exe), and rewrote the files in sample in "userdata".
 

TNT90

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Re: Succubus Nests

Idea from left field here, would compiling with a x64 system affect running it on x32?
Is that even a possible issue for you?

The patches are linked in the post by Unknown Squid directly above the one with the 2.09 link. Apply the one that says 2.09->2.091. It'll be in Japanese, when it asks you for a location, navigate to the SuccubusNests folder with the data.pak file and it should begin updating. It should temporarily create a data.pak.old (or something similar) file while it does its stuff.
 

cmacleod42

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Re: Succubus Nests

Idea from left field here, would compiling with a x64 system affect running it on x32?
Is that even a possible issue for you?
If you compile a 32bit target executable then no it would not. I do this daily as a software developer. If you comile a 64 bit exe then it will not run on a 32 bit system at all
 

TNT90

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Re: Succubus Nests

Alright, so my quick google search into that tells me that since the active solution platform defaults to Win32, it should be fine there. Still have no idea what is wrong.
Also if those who are having problems have 64 bit system, then that would also debunk that theory. But I have no idea. Also really tired...

I've been translating all day. Finished another event, all the map text, and decent progress into the snippets they say in combat. Probably butchering the Uwaa!'s and Kwuaahhh!'s though. So many of those ... gonna have nightmares.
Oh also found the map title thing, fixed that. Fixed a couple other bits in the base code as well. Still need to figure out something to do about the animation test page (name are overlapping columns). Got some text running out of the message boxes in some places, need to address that too.

Too tired to reupload now, probably tomorrow. Zzzzz...
 

cmacleod42

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Re: Succubus Nests

This problem with the english exe closing happens for me as well. I have updated it to version 2.091 and have
a) copied the last translated exe
b) the updated userdata

The original exe runs fine, the english exits immeidately on being run. I am using Windows 7 32 bit

As the previous poster noted Log.txt contains

Code:
513:タイマーの精度を検査します
534:精度結果 更新回数 マルチメディアタイマー:0  パフォーマンスカウンター:60
554: パフォーマンスカウンターを使用します タイマー精度 : 2943.935000 KHz 
584: ソフトの二重起動検査... 二重起動はされていませんでした
643:ウインドウクラスを登録します... 登録に成功しました
673:ウインドウモード起動用のウインドウを作成します
691:ウインドウの作成に成功しました
708:ウインドウを表示します
764:IMEを無効にしました
805:ウインドウスタイルをウインドウモード用に変更します... 完了
849:DirectInput関係初期化処理
858:	XInput DLL の読み込み中... 成功
889:	DirectInput7 の取得中... 成功
923:		引き続き初期化処理... 初期化成功
947:	ジョイパッドの初期化... 
967:	ジョイパッドの初期化は正常に終了しました
976:	マウスデバイスの初期化... 初期化成功
999:	キーボードデバイスの初期化... 初期化成功
1073:DirectInput 関連の初期化は正常に終了しました
1090:DirectSound の初期化を行います
1111:DirectSound インターフェースの取得を行います....  成功
1152:引き続きインターフェースの初期化処理...  成功
1431:	DirectSound デバイスを列挙します
1467:		モジュール名:                 ドライバ記述:Primary Sound Driver 
1487:		モジュール名:{0.0.0.00000000}.{1503ca71-2170-464a-84e0-8021b006e3d1}  ドライバ記述:Speakers (C-Media High Definition Audio Device) 
1582:		モジュール名:{0.0.0.00000000}.{09879371-2538-486d-b1a0-14e307aa8700}  ドライバ記述:Digital Output (C-Media High Definition Audio Device) 
1643:	最大サンプリングレート:200.00KHz 最小サンプリングレート:0.10KHz 
1665:	総サウンドメモリ領域:0.00KB 空きサウンドメモリ領域:0.00KB 

1690:	利用可能サンプリング精度
1705:	 プライマリ 16bit = OK  8bit = OK 
1740:	 セカンダリ 16bit = OK  8bit = OK 

1761:	利用可能チャンネル
1797:	 プライマリ MONO = OK  STEREO = OK 
1814:	 セカンダリ MONO = OK  STEREO = OK 

1856:DirectSound の初期化は正常に終了しました
1906:DirectDraw オブジェクトの取得を行います....  成功
1970:引き続き初期化処理... 初期化に成功しました
3069:フォントの初期化を行います
3083:フォントの初期化は正常に終了しました
3096:文字コードバッファの初期化を行います... 完了しました
3125:source\System\Script\DataScriptParser.cpp(287) : there is no specified element_name in chunks.
So I would guess something was translated that should not of been in the cpp code so it can no longer find something at runtime.

I note the original differs

Code:
1856:DirectSound の初期化は正常に終了しました
1906:DirectDraw オブジェクトの取得を行います....  成功
1970:引き続き初期化処理... 初期化に成功しました
3069:フォントの初期化を行います
3083:フォントの初期化は正常に終了しました
3096:文字コードバッファの初期化を行います... 完了しました
3107:ChangeWindowMode実行 
6815:ウインドウを閉じようとしています
6843:ウインドウが破棄されようとしています
6861:ソフトを終了する準備が整いました
6943:フォントの初期化を行います
6984:フォントの初期化は正常に終了しました
7054:Direct3D9 DLL の解放 1
7298:DirectInput 関連の終了処理... 完了
7419:DirectSound の終了処理は正常に終了しました
7495:
7512:Alloc memory dump
7531:	Total size:0(0.000kb)  Alloc num:0
7549:
ie starting
3107:ChangeWindowMode実行
 
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TNT90

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Re: Succubus Nests

If it was something in the cpp code that is messed up, why does it run fine on both my machines?
But we can try to verify this. In the source code there are 7 folders: background, character, data, interface, message, scene, utility.
I will create 9 new exes.
One with all the modified code (just updated from yesterday).
One with all the original code compiled on my machine.
And then one with the modified code with the original code overwriting my changes from yesterday for each folder one at a time.

If there is a problem, hopefully we can narrow it down.
 

CrazyPerson

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Re: Succubus Nests

I don't think it's your patch, it's actually an upstream change in 2.091:

If I download the current dlsite version (2.09, judging by last updated date), it works.
If I download the 2.09->2.091 patch from the dev website and apply it, it seems to apply successfully but the resulting game no longer starts, due to the above error.
Using the modified exe has the same effect, regardless of whether I use it in a 2.09 or 2.091 folder.

Not sure why this would happen only on some machines...
What's odd is that on my machine, 2.09 (and, I think, previous versions) would get stuck on longer loading screens,
the game would just take forever to load levels or battles.
Tabbing out of the game and back to it causes it to recover, though, so maybe some load events happening out of order?
Either way, weird things are happening. When I have time, I need to look through the code and see if I can find something...
 

cmacleod42

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Re: Succubus Nests

If it was something in the cpp code that is messed up, why does it run fine on both my machines?
But we can try to verify this. In the source code there are 7 folders: background, character, data, interface, message, scene, utility.
I will create 9 new exes.
One with all the modified code (just updated from yesterday).
One with all the original code compiled on my machine.
And then one with the modified code with the original code overwriting my changes from yesterday for each folder one at a time.

If there is a problem, hopefully we can narrow it down.
Feel free to post your test files, I am happy to test them (well tomorrow I can as it is getting late here). but others probably can help too
 

TNT90

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Re: Succubus Nests

Alright, Mega was being slow or perhaps it was Time Warner (fuck time warner).

Link for zip of all the exes:
Link to updated userdata:
Link to modified source code:
 

cmacleod42

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Re: Succubus Nests

Alright, Mega was being slow or perhaps it was Time Warner (fuck time warner).

Link for zip of all the exes:
Link to updated userdata:
Link to modified source code:
I just tried these

a) copied the userdata into my game
The original SuccubusNests.exe works fine

b) extraced the modified exes into the same folder and tried running them, one after another. ALL fail in the exact same way as your previous release. ie run for about 1 second and close

Maybe it is omething related to CrazyPersons post for the 2.091 update. Is your code using the 2.091 update?

I could re-download 2.09 and try again?
 

TNT90

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Re: Succubus Nests

I am using 2.091.
Well at least the compiling process isn't the issue as the original code seems to work.
Willing to do another round of tests?
If the problem is in a particular bit of code we have at least established that it is not isolated to a singular folder.
But the last batch failed to isolate for main effects of each folder of code.
I'll create this time exes with just one of the 7 folders from my translated version with the rest as the original code.
Hopefully we can narrow this down.
Given that I don't think I even touched the background or utility folders, I would be very surprised if those failed.
 

cmacleod42

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Re: Succubus Nests

I am using 2.091.
Well at least the compiling process isn't the issue as the original code seems to work.
Willing to do another round of tests?
If the problem is in a particular bit of code we have at least established that it is not isolated to a singular folder.
But the last batch failed to isolate for main effects of each folder of code.
I'll create this time exes with just one of the 7 folders from my translated version with the rest as the original code.
Hopefully we can narrow this down.
Given that I don't think I even touched the background or utility folders, I would be very surprised if those failed.
sure, upload away. If you are quick I can test tonight, otherwise I'll do so tomorrow (it's getting late here) I am downloading the base 2.09 to check against it to check CrazyPerson's post and see what happens for me.
 

TNT90

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Re: Succubus Nests

Here they are:
 

cmacleod42

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Re: Succubus Nests

For note, I redownloaded 2.09, applied the updated userdata and exglish exe and it fails in the same way.

I tried the new pack of exes and ALL fail still. This was using 2.09 version. I coped over the data.pak file from my 2.091 version and all still failed.

The originial exe works fine.

That is all for me for now, feel free to post more tests if you like and I will try tomorrow.

Could it be my update to 2.091 failed in some way. I will retry using my re-download on 2.09 just in case
 

TNT90

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Re: Succubus Nests

Just want to verify whenever you're back online.
You did say the SN FullOriginal.exe worked right?
Cause if not then that does suggest an issue with my compiling of the program. And all the rest not working makes sense.
 

cmacleod42

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Re: Succubus Nests

Just want to verify whenever you're back online.
You did say the SN FullOriginal.exe worked right?
Cause if not then that does suggest an issue with my compiling of the program. And all the rest not working makes sense.
ALL the exes you supplied failed, only the one that was originally included in the game worked.

That all for now, going to bed for the night.

PS
you many wish to check you 'structure pack alignment' in c++ settings (not sure the exact name for this in all the Visual Studio versions) but it is important and if set wrong can can many odd bugs. Commonly it is DWORD but basically it needs to be the same as the original project. That is, if you could of changed stuff like this, if, not then this is a complex bug to trace
 
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Larcx

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Re: Succubus Nests

If You can , why not upload the whole game?
Of course it's too much though
Since it's 600/700 MB++

Just a suggestion....
 
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