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#276
Challseus

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I just did a full export, and I am getting this error:

E: 11:16:46 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_drainmana.nss)
E: 11:16:46 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_drainlife.nss)
E: 11:16:45 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_stingingswarm.nss)
E: 11:16:44 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling monster_singletarget.nss)
E: 11:16:44 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling trap_fire.nss)
E: 11:16:43 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling trap_gas_toxic.nss)
E: 11:16:42 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling trap_crafted.nss)
E: 11:16:42 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling item_singletarget.nss)
E: 11:16:29 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling trap_grease.nss)
E: 11:16:29 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling item_trap.nss)
E: 11:16:29 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling trap_statue.nss)
E: 11:16:29 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling trap_natural_web.nss)
E: 11:16:29 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling item_trap_lure.nss)
E: 11:16:29 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling trap_gem_lure.nss)
E: 11:16:28 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling skill_trap.nss)
E: 11:16:27 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling zz_set_trap.nss)
E: 11:16:26 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression
E: 11:16:25 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling placeable_h.nss)
E: 11:16:23 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_singletarget.nss)
E: 11:16:13 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling player_core.nss)
E: 11:16:10 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling module_core.nss)
E: 11:16:09 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling placeable_core.nss)
E: 11:16:46 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_drainmana.nss)

Any thoughts on this?

Modifié par Challseus, 12 décembre 2009 - 04:22 .


#277
KigenBarzhad

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Allan Smith wrote...
The full single player database is also included in this installer, the previous one only had core resources (bad ones at that). The .lvl files are not included in the installer, but will be posted on a project on the social site as a separate download in the very near future. In the meantime there is a lot more you can do, now that you have the single player resources.


Just checking as I am downloading the new toolset now but does that mean I have a more direct route to say add an item to Bodhan's store?

#278
Trampzabout

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Im getting no errors with a full export, or with exporting with/without dependant resources. My installation procedure for the new toolset consisted of throwing it ontop of the exisiting one and manually transferring and data I wanted to keep. I didnt bother with the migration of database, I didnt have anything in the database the I needed to keep, so letting it be overwritten by the installer wasnt a problem.



Also wanted to say Thanks Bioware. This toolset is awesome, keep up your hard work, it is really appreciated.

#279
KigenBarzhad

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Hmm it seems that all staves have lost thier ability to be any other projectile besides Arcane Bolt.

Modifié par KigenBarzhad, 12 décembre 2009 - 11:26 .


#280
Syberduh

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Anybody know what would cause this error when I try to instal SQL server? I get it using DA's installer and when I try to install SQL by itself



TITLE: Microsoft SQL Server 2005 Setup

------------------------------



SQL Server Setup could not connect to the database service for server configuration. The error was: [Microsoft][SQL Native Client]Encryption not supported on the client. Refer to server error logs and setup logs for more information. For details on how to view setup logs, see "How to View Setup Log Files" in SQL Server Books Online.



For help, click: http://go.microsoft....ect@connect@x15

#281
Kaldir II

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Syberduh wrote...

Anybody know what would cause this error when I try to instal SQL server? I get it using DA's installer and when I try to install SQL by itself
....


You might wanna check this wiki page: http://social.biowar...se_installation
It has plenty of info on manually installing SQL Server and links to troubleshooting pages.

If you're using Vista or Windows 7, you might give SQL Server Express 2008 a try instead of the 2005 version. It seems easier to install without errors for most people.

#282
Proleric

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Challseus wrote...

I just did a full export, and I am getting this error:

E: 11:16:46 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_drainmana.nss)

That error was in the pre-release database, but is fixed in the 1.01 database, as far as I can tell.  I didn't do a full export, though, as it seems to export lots of core objects unnecessarily.

#283
Challseus

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Proleric1 wrote...

Challseus wrote...

I just did a full export, and I am getting this error:

E: 11:16:46 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_drainmana.nss)

That error was in the pre-release database, but is fixed in the 1.01 database, as far as I can tell.  I didn't do a full export, though, as it seems to export lots of core objects unnecessarily.


Interesting... I updated to the latest core resource DB... I'll have to re-check what I did...

#284
Syberduh

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Finally got SQL installed. Looks like the error I was getting was an artifact from a previous failed install.

#285
Tikigod60

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Out of curiosity, would those of us who were using the pre-patch database update have to be overly concerned about much more then doing a builder to builder export?



Or is the changes in that part of things that come with the new version of the toolset the same updated database we're already using?

#286
BryanDerksen

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The core plot GUIDs have been fixed in both the 1.01 full single player database and the pre-release core-only database, so B2Bing between the two should be safe.



Note that the B2B format changed between version 1.00 and 1.01 (it was a flaw in the B2B process that was the root cause of the plot GUID corruption in the first place), so you'll still want to follow the procedure outlined in the database migration page if you're upgrading your toolset and want to keep your existing work.

#287
Lake88

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The updated tool set still exports files to "My Documents\\\\BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport"
Is this normal??

edit: to add on
-Exported without dependent resources
-Was exporting a B2B load of my content in previous toolset version
-I have yet to delete those files and the game isn't broke yet.

Modifié par Lake88, 15 décembre 2009 - 03:41 .


#288
grallonsphere

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When will this be actually *easy* - aka 'user friendly' - to install? Should I hold out until version 7.25?







G.

#289
iw4o

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[malicious content removed]

#290
Challseus

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Proleric1 wrote...

Challseus wrote...

I just did a full export, and I am getting this error:

E: 11:16:46 - sys_traps_h.nss - sys_traps_h.nss(1521): No right bracket on expression (while compiling spell_drainmana.nss)

That error was in the pre-release database, but is fixed in the 1.01 database, as far as I can tell.  I didn't do a full export, though, as it seems to export lots of core objects unnecessarily.


When you say pre-release, do you mean the one Bryan setup for testing (when they were trying to fix the plot guid problem), or from the BETA?

I'm still getting this error, and it's quite annoying to say the least. I had something similair happen during the BETA where sys_chargen wouldn't compile...

EDIT - I'm looking at the Single Player And Core Resources Sources Files project, and more specifically, the builder-to-builder file containing the core resources. I'm going to try to load this, and see if it fixes my problem...

Modifié par Challseus, 15 décembre 2009 - 08:05 .


#291
Kaldir II

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Challseus wrote...

EDIT - I'm looking at the Single Player And Core Resources Sources Files project, and more specifically, the builder-to-builder file containing the core resources. I'm going to try to load this, and see if it fixes my problem...

Thanks for that link! I didn't know the .LVL files were out already.  *starts downloading*

#292
ladydesire

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Lake88 wrote...

The updated tool set still exports files to "My Documents\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\packages\\\\\\\\core\\\\\\\\override\\\\\\\\toolsetexport"
Is this normal??

edit: to add on
-Exported without dependent resources
-Was exporting a B2B load of my content in previous toolset version
-I have yet to delete those files and the game isn't broke yet.


If the files being exported are Core Game Resources, owned by Core Game Resources, it is normal as far as I can tell.

#293
KigenBarzhad

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Just a suggestion but: I know Staminia and Mana are the same thing but is there a chance you guys could add an "Increase Mana" under abilities in item properties? Or can you merge "Increase Stamina" to "Increase Mana/Stamina"? Just a visual/reading thing.



I ask because I wanted to created more robes and Increased Stamina seems wierd for a mage.

#294
Challseus

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To anyone who was also getting the same issue I was, patching to game version 1.02 fixed it for me. Seems there was a function in sys_traps_h that was just added in the latest game patch.

#295
Nosisab_KenKeleh

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I had issues with the SQL and figured out it being because the Server was in C: and the game in another physical driver. The server did not see any partition other than in the same driver as C: under "Network Service" logon mode. Since I plan to use it only locally (actually I do not want a SQL server on Internet) the issue was easily solved changing the logon to "Local System", it can be done in the "SQL Server Configuration Manager" (it's an utility accessable from the Start Menu) under the server BWDATOOLSET's properties, "Built in Accounts".

Notice it is valid only for different physical drivers, other than it the answer is elsewhere.

PS: It's possible, of course, to keep the "Network Service" as logon account but involves knowing how to integrate the environment and/or using clusters. Good Luck, the option above is easier.

Modifié par Nosisab_KenKeleh, 16 décembre 2009 - 10:00 .


#296
Jo_

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-Semper- wrote...

don't get me wrong, the last thing i want to do is blaming someone for this mess - but after months of qa (or is ea broke?!) and bugfixing that toolset seems more like a horrible joke :(

especially the lightmap, water and corrupting the core glitch . that's something that arise the first minute testing the toolset. how could that happen?! i mean... it's not completely a new code, just a "better nwn". in general how could bioware build up dragon age with this piece of software like they said?


My apologies in advance if this was answered in the 10 last pages, could only be bothered to check the first 6 or so. Anyways, afaik/imho, the two part explanation is this:

1. "A different light mapping solution has been implemented since most
people can't afford to install a render farm in their basement." (source: unoficial sticky faq at this forum)

2. You'd imagine all the level design devs use the same types of systems setup by an savy technician, now throw this out on a general crowd with a spectrum of platforms and different privilegies and different user knowledge and ofcourse there will be friction. I would also imagine it was all setup manually (and perhaps cloned afterwards) and that the bundle is an afterthought to simplify the process for an more general audiance.

The new version seems to adress some of the key issues atleast, myself I'm stuck at "unable to connect to database" and will give manual install a go today.

Also a bit curious why we're not using MySql or one of the other 40 less evil ones than Microsoft SQL Server.

edit/update: Manual install was fast and worked flawless.

Modifié par Jo_, 16 décembre 2009 - 10:10 .


#297
Xetrill

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Please note I have not read through this topic, so this may or may not has been addressed already.
Anyway I just have a simple request/suggestion...

More and more people are creating mods - which is great! - but therefor, more "not intended" thinks happen.
Specificly I mean, poeple tend to forget to set their module script to "none". Maybe they really forget, maybe they dont know that not doing so will cause issues.
It doesn't really matter.

As developers we should make it esay to do the right things.

So, please change the default script value from "module_core" to "" when creating a new addin, for the next toolset release, at least.

Cheers,
Michael

#298
Proleric

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Xetrill wrote...
...please change the default script value from "module_core" to "" when creating a new addin, for the next toolset release, at least.

That would be clear-cut if everyone were writing OC tweaks. For modules delivering stand-alone adventures, the default is correct (albeit that some will need a custom handler). The pressing issue for build integrity is to fix the toolset and client so that there's a clear distinction between modules and add-ins. Then it would be sensible to change the default script for add-ins.

#299
ladydesire

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Proleric1 wrote...

Xetrill wrote...
...please change the default script value from "module_core" to "" when creating a new addin, for the next toolset release, at least.

That would be clear-cut if everyone were writing OC tweaks. For modules delivering stand-alone adventures, the default is correct (albeit that some will need a custom handler). The pressing issue for build integrity is to fix the toolset and client so that there's a clear distinction between modules and add-ins. Then it would be sensible to change the default script for add-ins.


I think the current system is done this way to make it easier for custom content to be added to any campaign without requiring a custom external tool to inject the content manually, or open the campaign in the toolset to add it. I know I'm glad to see this based on past experience with the PRC in NWN, where you had to revert to a backup each time NWN was patched and re-inject the PRC once a version compatible with the new patch was available.

#300
Proleric

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ladydesire wrote...

Proleric1 wrote...

Xetrill wrote...
...please change the default script value from "module_core" to "" when creating a new addin, for the next toolset release, at least.

That would be clear-cut if everyone were writing OC tweaks. For modules delivering stand-alone adventures, the default is correct (albeit that some will need a custom handler). The pressing issue for build integrity is to fix the toolset and client so that there's a clear distinction between modules and add-ins. Then it would be sensible to change the default script for add-ins.


I think the current system is done this way to make it easier for custom content to be added to any campaign without requiring a custom external tool to inject the content manually, or open the campaign in the toolset to add it. I know I'm glad to see this based on past experience with the PRC in NWN, where you had to revert to a backup each time NWN was patched and re-inject the PRC once a version compatible with the new patch was available.

Ah, I didn't express myself clearly - I've split this out into a new topic.