Toolset Patch Information
#151
Posté 30 novembre 2009 - 10:40
I just downloaded SQL Server Management Studio Express from the microsoft site as the wiki suggested and it seems straight forward to use for me. But I do have some experience with SQL as I said earlier. But something like this needs to be included with the tool kit as standard or the player will not even consider the need to back things up until all his work magically disappears without warning. Then irrate users will turn up here to complain.
This is almost a garretee "will happen" and I think most here know that.
I raise these points because I
like to encourage folk to try modding and I see this as a major
obstackle for most of them. I know once you get away from the normal
routine stuff, you are basically excluding a large portion of the
players from modding DA.
Having said that, the tool patch issue could be solved by having the toolkit get its database updated directly from a master server. So the moment a game is patched, the toolset gets a new database to download. No chance of this issue reappearing that way.
#152
Posté 01 décembre 2009 - 01:12
#153
Posté 01 décembre 2009 - 06:47
Asher Ravenheart wrote...
News for new version of Toolset?
I just saw on fileplanet that the new patch is out so hopefully we'll here something on the toolset soon
#154
Posté 01 décembre 2009 - 07:53
Asher Ravenheart wrote...
When will the patch for the problem "Unable to connect to the database"?
Dark_Ansem wrote...
no need to patch for that. check here
http://social.biowar...the_database.22
I agree with Asher. Yes, there is a way to fix the problem when it happens, but nothing to stop it from happening again. My toolset worked fine until a windoows update. Should I have to fix it and lose all my work every time windows updates? They need to find a way to fix this permanently and put it in a patch.
#155
Posté 01 décembre 2009 - 07:58
That is what Allen was saying...the widows update broke the database. I'm not sure about how to back up my work. A nice feature might be an auto backup on close.Ginggis Khan wrote...
Nikki503 wrote...
giskard44 wrote...
Are you or Bioware a little worried about the SQL system employed might lead to more of the same sort of issues in the future if the game patch and the tool patch are released at different times ?
If you decide to release patches at different times, this issue will become the bane of DA modders existances and if you fail to address the problem of losing the database where our hard work is installed, your going to lose what few modders are trying to battle their way through the toolkit today.
Whats needed is [...] some sort of backup and restore tool for the tookit database.
Windows updates are a problem also. I have Vista and when it updated last week I started getting the toolset cannot connect to the database error. I was told to reinstall, and even though I thought I had backed up everything, I lost all my mod work. Fortunatly I had not done moch so far, or I might have given it up.
I think the only way we have to backup our mods now is builder to builder create. I have not used this yet, but I beleive this creates a file that you could re-open into your toolset (B2B load) giving you a working copy of your mod upto the point that you did the create. Anyone know how long this takes to make? Is it a viable backup option?
I did back up the database 2 days ago by using information in DA Builder Wiki, there are both strings for backup and restore. I reinstalled my Toolset afterwards, all mods were gone of course, I ran the restore and everything was back. I think you've missed something in backup/restore process, unless there is some odd Vista update patch that breaks SQL database? I wouldn't be surprised.
#156
Posté 01 décembre 2009 - 09:19
#157
Guest_Doug-Le-Guedin_*
Posté 02 décembre 2009 - 01:05
Guest_Doug-Le-Guedin_*
Asher Ravenheart wrote...
Doug-Le-Guedin wrote...
When we can expect to use the new version of the Toolset ?
I wait it because no one of the ways submited for the "Unable to connect to the datase" work for me...
I am in the same situation:crying:
I can't wait any more!
#158
Posté 02 décembre 2009 - 01:21
Modifié par Asher Ravenheart, 02 décembre 2009 - 01:23 .
#159
Posté 02 décembre 2009 - 03:33
Also, for SQL you need to make sure the proper ports are open in Windows Firewall or any firewall you may be running. There is a fairly lengthy Microsoft KB article about unable to connect to database issues if it's a database issue instead of a toolset issue. Here it is: http://support.microsoft.com/kb/883547
Modifié par Hoagsie, 02 décembre 2009 - 03:43 .
#160
Posté 03 décembre 2009 - 12:24
I opened a topic with a possible solution to the problem "Unable to connect to the database", fo me this worked.
#161
Posté 03 décembre 2009 - 12:56
#162
Posté 03 décembre 2009 - 08:32
XiNAVRO wrote...
Any plans to fix the locale issues? Systems that use Asian languages for their unicode display have encountered problems compiling scripts; switching back-and-forth between English and the language I use is quite bothersome (since I need to reboot every time), and I don't really feel like installing AppLocale just for the toolset; especially so when some programs and installers are known to show oddities with AppLocale installed to the system.
Nothing on the immediate horizon. Not discounting it completely, but it is certainly not the top of the list.
#163
Posté 03 décembre 2009 - 09:06
My tutorial lets you add modules like wardens keep to single player WHILST you wait for the update to the tutorial to edit SP directly.
The only problem is, if the update to the toolset wipes the database, any work you do now will be lost and a backup of the database will mean a backup of the WHOLE OLD DATABASE and not just the parts related to your mod. if you use the microsoft program they recommend.
I tried finding my mod in the database and bioware did not exactly name it "your mod is here", its very hard to spot, so hard i have been able to find it yet. So it may be a case of back up all the database of none of it from what i can tell.
I was going to mention this in the second tutorial but its a bit off topic for a level editing tutorial.
Not much i can do right now, i have man flu again.
Modifié par giskard44, 03 décembre 2009 - 09:09 .
#164
Guest_Leopard73_*
Posté 04 décembre 2009 - 10:16
Guest_Leopard73_*
It makes me angry knowing the modding capabilites made about this game so far have been a pipe dream. I want to make more than simple Addins I cant make any more (wont thru boredem). The near future looks like going back to modding other games as I feel I am wasting my time with DA:O. Its a shame as it is a fantastic game and a wonderful (but restrictive) engine.
Many thanks to the DEV's by the way as I know your hands are tied and have to pander to them upstairs.
Dave (trying to keep the faith, but satanism looks cool at the mo)
#165
Posté 04 décembre 2009 - 10:57
I tried everything to get it to work, and you know - that shouldnt even be my work in the first place.
I officialy hate you guys from now on. You promised me the RPG toolset of my dreams, and then after i bought it you say "yeah - try our solutions, do your own work, maybe it will work then". - It may not sound like that from your point of view, but imagine yourself buying something that doesnt work, and after you wait one month to get it to work there still is nothing else, only people saying "here is a huge list of stuff you can try, maybe it will work" - would you ever buy something from them again?
#166
Posté 04 décembre 2009 - 01:06
Also knowing a little about dynamic quest production, I would recommend people DO NOT mess with even them blindly after the toolkit database is fixed. Dynamic quests are tricky things to create and very error prone if you edit them without fully understanding what else uses them or how they work.
So expect a ton of "my toolkit is bugged" errors when the toolkit is fixed from those who edit quests in some way and did not do their home work first. You may even see me make that mistake, its going to be common, that much i am sure of.
#167
Posté 04 décembre 2009 - 01:38
Allan Smith wrote...
Nothing on the immediate horizon. Not discounting it completely, but it is certainly not the top of the list.
Well, thanks for the notice. Nevertheless I'm leaving a note that AppLocale did NOT work for DA:O toolset.
(So the only option is to change the unicode settings and reboot every time I need to use the toolset... blah.)
#168
Guest_Leopard73_*
Posté 04 décembre 2009 - 01:38
Guest_Leopard73_*
I bought the game on the premis of its moddabilty and now feel I was very much lied to. I could have spent my cash on another title that came very close to DA:O in my list of's when I choose to buy a game, the thing that swung it for DA:O was the hype of the toolset.
Now I am left with a game that is completed and nothing more to do on it, unless of course I spend more cash on Bioware points and buy downloadable content that is very buggy aswell.
So I have a game that cost 30 quid and now is a doorstop only coz I put a brick on it to weigh it down.
I'm not new to modding and had loads of probs with other games, but never complained because they were used at my own risk.
DA:O however I feel justified complaining as the Toolset was one of its biggest promo's. The DEV's aint totally to blame but they have our cash now what do they care, they got their pockets full and their families will have a good christmas from our cash, but we are left smashing our heads on the keyboards we will be getting for xmas gifts to replace the ones destroyed from TS Psychosis, brought on by very poor after game care. I mean take this forum for an example... Need I say more?
#169
Posté 04 décembre 2009 - 06:21
#170
Guest_Leopard73_*
Posté 04 décembre 2009 - 08:03
Guest_Leopard73_*
TS psycosis quelling (keep you posted on that one!). As for comparing you to "A god amongst men" also keep you posted.
Again many Thanks
#171
Guest_Leopard73_*
Posté 04 décembre 2009 - 08:03
Guest_Leopard73_*
TS psycosis quelling (keep you posted on that one!). As for comparing you to "A god amongst men" also keep you posted.
Again many Thanks
#172
Posté 04 décembre 2009 - 09:11
I have spent the last few weeks wading through the first toolkit to write a level tutorial with all the python lighting issues and other stuff getting in the way but it seems to have come together today, just in time for this announcement of yours.
If you ever read my tutorials, Bioware are the Aliens
A friendly dig at how complicated you made the toolset and how we mere mortals will not be out done by your cunning plans
Well you have laugh about right
I will add for the benefit of everybody else reading this, the toolkit is only hard the first time you learn to do something, after that it gets much easier very quickly.
Modifié par giskard44, 04 décembre 2009 - 09:11 .
#173
Posté 05 décembre 2009 - 12:19
Allan Smith wrote...
[*]December 4 Update:
New toolset is definitely getting closer to release. I am doing currently doing regression testing on all of the editors while using the the latest version of the game patch that is wending its way through approvals. I expect that we will be able to release the new toolset some time next week. With the new version, we also have the full single player database included, so you will be able to easily modify game content directly. Along with that we will also be the source files for the levels (seperate download), so you will be able to modify levels directly and export them for use in the game or for your own content.
WHat affect will the new toolset have on existing work? I have already lost the work I did prior to a windows update from losing the path to the SQL database. Any fix in the works to find the old work ? Will this new toolset automaticly replace the current database? If so, will it import the work that we are doing, or will we lose it?
We have fixed up as much "cannot connect database" stuff as we can, but really the potential ways for it to fail seem to be infinite. Bryan and I are just putting the finishing touches on a wiki page to try and help people encountering this error troubleshoot it in an organized manner, rather than just randomly trying the potential solutions one at a time until something works.
We can assume you will post a link here?
We are actively working on improvements everyday, and are eager to give you the newer stuff as soon as we can
Again, thank you for your patience.
Stay tuned for more updates.
Take the time you need and do it right. I for one would rather have a properly working product that I have to wait a bit longer for than a bandaid which causes even more issues. Nothing that is rushed EVER works out well. I just wish we could make our polititians understand this.
#174
Posté 05 décembre 2009 - 12:20
giskard44 wrote...
Btw guys, you can add modules to the single player campaign without causing problems, I have written a tutorial on how to do it and posted it in the announce forum for the toolset. I am working on a part 2 for it. The problem comes if you so much as look at the singleplayer module, you do not even need to edit it to screw things up.
My tutorial lets you add modules like wardens keep to single player WHILST you wait for the update to the tutorial to edit SP directly.
The only problem is, if the update to the toolset wipes the database, any work you do now will be lost and a backup of the database will mean a backup of the WHOLE OLD DATABASE and not just the parts related to your mod. if you use the microsoft program they recommend.
I tried finding my mod in the database and bioware did not exactly name it "your mod is here", its very hard to spot, so hard i have been able to find it yet. So it may be a case of back up all the database of none of it from what i can tell.
I was going to mention this in the second tutorial but its a bit off topic for a level editing tutorial.
Not much i can do right now, i have man flu again.
What is the link?
#175
Guest_Leopard73_*
Posté 05 décembre 2009 - 12:41
Guest_Leopard73_*





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