Fix found on R*Z:
Code:
_common/Object3d.cpp
This searches much
static D3DXVECTOR3 _vPool[4096];
replace
static D3DXVECTOR3 _vPool[4202];
and
_common/ModelObject.h
search
#define MAX_SF_SPLINE 4096
replace
#define MAX_SF_SPLINE 4202
That fixed the basilisk crashes.