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#general

hesopesomeso
Before that, checking if this fails would settle it.
schmeling65
it is just stupid on how that can even happen
hesopesomeso
For anyone that wants to see for themselves: *rwaDSDMOCreate* is at `0x005F3BB0`, and at `0x005F3BED` is the *CoCreateInstance* call, that fails.
adrientd
If anyone could give a try on Win11: in a hex editor, open the GameModule, go to hex address 0x1F1FA5, and change the bytes 83 CA 08 to 90 90 90 like this:
adrientd
This avoids setting a bit in a variable that would call the bugged rwaDSDMOCreate function.
pegperegogaucho
Do you know what this bit does?
adrientd
I don't know what it does exactly, but it prevents calling rwaDSDMOCreate, and I just checked that it also skips the code where it would crash (querying the reverb interface thing from nullptr).
adrientd
My guess is that it is to enable reverb, but I'm not entirely sure.
adrientd
Because I'm not sure if reverb is even used, and when tried the fix I barely notice a difference.
schmeling65
maybe romans flying away when they are dead
schmeling65
or even wind caves
adrientd
Honestly I don't even notice any reverb in the game. Except the Romaster of course, here it is very noticable :Obelul:
schmeling65
TRUE the greece temple the water room
schmeling65
explosions could be reverb
adrientd
Yeah maybe the explosions
adrientd
Unfortunately there is still this performance lag.
adrientd
That probably needs another fix.
schmeling65
performance lag?
hesopesomeso
This will prevent the crash :PogelixPog:! (but no reverb)
schmeling65
Could you look for places where reverb is getting used, please. I could imagine: - dead romans - jumping into Water - collecting centurio helmet + 10x multiplyer - hitting metalcrates as asterix - collecting a laurel - stomp of a tower - explosions - attacks of pusher romans and jumpers - bouncing on turtles -usung a catapult