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Hello,

I encountered crash when putting the Eye Crystal into the last Jackal Statue (actually it doesn't matter which order you do them, the one at the level start, in the ruins surrounded by movable blocks is the only one which causes crash) it immediatelly crashes with error:

sithCogFunction.c(4215): pDestThing->renderData.data.pModel3 != ((void *)0)

I found no mention of that particular crash. I tried reinstalling the game, to no help.

Finally, after delving into the cog files (scripts), I found line which "causes" the crash (but no idea why). After commenting it, game didn't crash, but the door didn't open either. I made a dirty fix, if anyone else has this problem, there is solution:

First, finish first 3 jackal statues (the ones NOT surrounded by ruined walls and blocks), if these don't crash.

Then, walk to the last one, make it rise, and save in front of it. Do not put the Eye in yet.

Download modified cog file pastebin com SkcciTQs and save it as GAMEFOLDER\Resource\cog\pyr_monojackal4.cog

Run the game and put the Eye in jackal. It's not nice (Indy disappears for a while, the statue rotates without eye, the beam doesn't disappear, the eye stays in your inventory until end of the level) but the door opens, and Indy reappears.

There are only two things edited in the file:
1) commented line which caused crash
#CopyPlayerHolsters(player, indyactor0[actornum]);

2) added "call doorcall;" command to the beginning of Eye activation script, so the door opens. The call is a further down proper, but for some reason it doesn't actually get called. Maybe there is a problem with the variable which holds how many door struts are opened, but I have no idea how to debug that.

After the door opens, you can safely delete the modified file, and game will by default use the original file (though it shouldn't matter, as it shouldn't activate again, unless you go replay the level)