Aller au contenu

Photo

World map and Campaign Problem


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
Anotherone773

Anotherone773
  • Members
  • 24 messages
I am having problems getting the world map to work properly. And now i am having problems with the campaign as well. I have been trying ot solve this problem about 6 hours and when i think i got it...it fails.

First some constants:
1) I have NWN2: SOZ fully updated ( i assume it updates the toolset as well which is version 1.0.1765.0)
2) All non-global resources i use are in my campaign folder.
3) Compile all scripts and bake all areas are done before i save a file for testing.
4) Scripts are all global except sunjammer's world map scripts from his world map tutorial.
5) I am using the OC world map( a copy in my campaign folder)  and NWN deafuly map buttons.
6) This is the world map for the original campaign NOT the map for SOZ.
7) I have two modules "0001" and "0002". Each module is one map point.

Problem 1 Background: I started out using NWN2 global scripts for my world map and transitions. I did not at the time have my second module added to the campaign( couldnt figure out how to add it properly it was just in the folder and it was selected as part of the campaign. I did not  have it set to be active apparently).

The world map screen loaded fine. And everything on it was fine i was happy. i selected destination and this is what happens. It kicks me back to the  World map  transition point and my person runs to the center of it. At this point the game freezes. I can still bring up the options using escape and it highlights the  buttons in the options box when i  hover over. Clicking the buttons does nothing. and i cannot move. However the WM transtition  still rotates/spins.


To fix this problem i read sunjammers tute on world maps. I loaded  the scripts that came with the tute and followed the instructions. I renamed my " landing" WPs etc. checked and double checked everything. Still same problem.  I figured it had to be because the campaign was not recognizing the 0002 mod. So i messed with this a bit and figured out how to properly add it. ( Now 0002 has access to campaign blueprints so i assume it is properly added).

Now i have 3 problems after this point and one of these problems always occur when testing"

1) I get an" could not load  module  the module may be corrupted ...."yada yada. Standard popup i get when i dont bake first. though in this case i get it even if  i bake. I have also loaded the campaign successfully, tested it ran into the problem i described above  or problem #2 below and  tried a reload without any changes to the campaign and it gives me this.This should not happen if i just restart NWN2 as it worked the first time i loaded the campaign and no changes were made. But this only started to happen after i added the second module "offically"

2)Module loads but i get a black blackground for terrain. All objects load properly. Starting Area is outdoors. It is a small area(8x8 i think) and has not been edited  since i made a second module. When i say has not been edited i mean the terrain itself. I have edited the waypoint tag since then. But i havent moved, added or deleted any objects.

3) I get the same problem as i first described ( if i get problem number two i can still use everything normally just no terrain shows.)

*I have checked double checked and triple checked my "landing" waypoints against  sunjammers tute.
* i have check my  world map editor. I use "0001" or "0002" and the way point tag of that modules landing place for my varibles in the travel script that is put in the action script  box.
* the condition script  uses the global "gc_true" so it always returns true. The select script box is "()" on the 0002 module and "( "" , "0" )" on 0001. I have no idea why they are different or what goes in this script box. that is not in sunjammers tute. I assume it goes with SOZ xpack. I cant get the ( "" , "0" ) out of the box on the first module though i have tried.
* i run an intel i7-860,8gb ram, 1GB GT220 nvidia on win 7.

If you need any more info let me know.

Thanks in advance.

Modifié par Anotherone773, 24 novembre 2010 - 12:17 .


#2
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 585 messages
I suggest you download my Silverwand Sample Campaign from here: http://nwvault.ign.c...h.Detail&id=154. It is a very simple campaign designed to help modders trying to make a campaign, including a world map. I published it three years ago before SoZ, but the world map related stuff should still be fine. I also used Sunjammer's tutorial, so you should be able to compare what you have to what I have and find whatever it is that is causing your problems.



Regards

#3
Anotherone773

Anotherone773
  • Members
  • 24 messages
Thanks i will have a look at it. I fixed my first two problems. The first is because all areas in all campaign mods have to be baked every time something is changed ( that affects the terrain and walkmesh) in one mod. So i have to go through make all the changes in all mods then go through and bake all mods.



The second issue is due to a memory leak in the toolset. Rebooting every so often fixes this.



On my main problem the problem is it wont load the next module. I even tried a sample campaign like in sunjammers tute. It wont load the next module in.I know it has to be something stupid that i am missing. But i have went over it many times and i cant figure it out everything looks right.



One more thing i would assume setting a start location in the other mods in the campaign doesnt matter?

#4
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
Actually I think each mod has to have a start location or at least a WP transition listed from the last mod to the next one being loaded. Not areas, mind you, but Module.

Order of Containment: Campaign, Module, Area.

dno

#5
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 585 messages
dno is correct. Having a start location in each module doesn't cause any problem.

This is the ga_bb_travel script I use in my sample campaign. This is used in conversations to transfer the party to a waypoint in the current module or an area in a different module.

// ga_bb_travel
// by Brendan Bellina
// January, 2008

// Transports the player and party to the target waypoint's location in current module or in another module.

#include "ginc_transition"

void main(string sWP, string sModule)
{
	//object oPC = GetIsObjectValid(GetPCSpeaker()) ? GetPCSpeaker() : OBJECT_SELF;
	object oPC = GetFirstPC();
	object oTarget = GetObjectByTag(sWP); // GetWaypointByTag won't work here
	
	// check if the target exists in the current module
	if(GetIsObjectValid(oTarget))
	{
		// exists in module: jump the party to the target
		SinglePartyTransition(oPC, oTarget);
	}
	else
	{
		// does not exist in module: load the appropriate module and jump the party to the target
		LoadNewModule(sModule, sWP);
	}
}

I believe baking an area is only necessary when you alter the walkmesh.

Regards

Modifié par Kaldor Silverwand, 24 novembre 2010 - 09:15 .


#6
Anotherone773

Anotherone773
  • Members
  • 24 messages
I looked at your mod kaldor and compared it to mine. I use mostly default scripts for the mods and areas at the moment( whatever is autoloaded on scripts during module and area creations). I changed the the default client enter and leave scripts from nothing to the ones you use. I also changed the load script to the one you used instead of the default script. I thought this would fix it since my problem seems to be it wont unload the current module and load the next module.

This had no affect on the outcome. I am still using sunjammers travel script. I have checked all my tags once again. It has to be something stupid. I am still novice at scripting so i am almost positive i am missing a script somewhere. Below is a few screenshots of various properties. If anyone sees something that is obviously missing that i am obviously missing that is required for the world map to function please let me know:

My module properties including scripts.
http://img214.images...543/modprop.png

Area properties of an area that has a world map transition:
http://img593.images...aproperties.png

Properties of the world map, "landing" waypoint and world map editor( with scripts)
http://img202.images...propertiesn.png


I get a black screen on my world map editor despite the files being in the campaign folder. It looks normal in game though so i dont consider that a big problem. The world map is the OC world map cut and pasted. The world map file is "world_map.wmp"

I am considering importing all your scripts to my campaign and setting every script to the ones you use and seeing if that fixes it. Then adjusting the scripts for my campaign from their.

And i am having to bake even with minor changes otherwise i get the error you get when you dont bake. And i am having to bake all modules but that may be because i am making changes to the world map and things like that.

@dun: Thanks i thought i read having a WP transition overrode the default start location but i wasnt for sure if it would interfere either way( by having or not having one).

EDIT: I have managed to make this work on  2 empty mods  and an empty campaign. Even though i do it the same way on the modules/campaign i planned on using it doesnt work. After spending several hours of trying i am considering starting over from scratch. Doing all mods with  WM transistions first then filling in the rest. For some reason that is beyond me it refuses to work on my original module.

Modifié par Anotherone773, 25 novembre 2010 - 04:25 .


#7
Anotherone773

Anotherone773
  • Members
  • 24 messages
I figured out my problem and it was a really stupid one. Using the logic of campaign stuff goes in campaign folder and individual mods go into the mods folder, i put my mods in my campaign folder . However the game apparently only looks for modules in the module folder. Once i returned the modules to the modules folder everything worked. I spent about 20 hours on this because it HAD to be something complicated and it was the wrong folder *facepalm*



@Kaldor: Thanks I solved the problem after reading the installation instructions for your campaign. When i seen you said to put the mods in the module folder , I was like no way it could not be something so stupid. But it was.



My only problem now is with the world map plugin. All maps show black ( i tried 3 different maps) but show fine in game. also i can only use the top 1/3 or so of the maps before the map points disappear in the editor. ( maps are set for 647x647)



Is their a better world map editor plugin this one has some serious issues. I figure someone had to of made one since this one is so buggy.

#8
_Knightmare_

_Knightmare_
  • Members
  • 643 messages
Just open the World Map Editor before opening any module that is associated with your campaign (ex. open the WM Editior as soon as you start/open the toolset). It should load the map image then. You can then minimize the WM screen, open your module and continue on your way. Annoying bug...

#9
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 585 messages
I just stumbled across a World Map Tutorial here that might be worth checking out. It is more current than Sunjammer's.



Regards