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Haks = Module not Loading


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23 réponses à ce sujet

#1
Jenna WSI

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When I play test using the new tilesets, there's no issue. When I upload the full server to the box and run it, there's a generic error of not being able to load the module. Is there any obvious reason for this? The current mod is running other haks just fine.

Modifié par Jenna WSI, 09 mars 2011 - 03:50 .


#2
Jenna WSI

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Actually... just thought to look and see if there's a limit on how many haks you can add... and yes I broke the limit if it is indeed a max of 50. Odd that I could playtest though.

Modifié par Jenna WSI, 09 mars 2011 - 04:08 .


#3
TheSpiritedLass

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*chokes* 50 haks?! And yes, that is odd. One of those little quirks that will drive you nuts. Silly question, but are you sure all the haks were loaded on the server box? That would keep it from loading as well.

#4
Rubies

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I had this same issue about a year ago and it was because one of my haks was being corrupted on upload to the server. My solution was simply to pop them all in another folder and re-upload them, testing it with a separate module that only required the freshly-uploaded hak (to make sure it worked)!

#5
henesua

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When I discovered the maximum number of haks it was on my dev machine using the toolset. The toolset will let you break the limit while you are working, but the module will fail to load on its next load, and claim that it is missing some haks. The haks will be in your hak folder but the module won't find them and complain that they are missing. And yes the limit is around 50. I've never tested to find out the exact number.

#6
Lightfoot8

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*Kringes at the 50 .hak's*

Just another warning here. There is also a limit to the number of tilesets that a module can use. The odd thing is there is no limit on the number of tile sets that the module can have in the hak's. The limit is on the number of them that can be used by a single module.

#7
Jenna WSI

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Rubies wrote...

I had this same issue about a year ago and it was because one of my haks was being corrupted on upload to the server. My solution was simply to pop them all in another folder and re-upload them, testing it with a separate module that only required the freshly-uploaded hak (to make sure it worked)!


*Sobs* It took two days to upload it all from this crappy connection.
And I had so many haks because of CEP + clothing, heads, and tilesets that I didn't rename or merge (Which I did now)

Modifié par Jenna WSI, 09 mars 2011 - 04:19 .


#8
Jenna WSI

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Lightfoot8 wrote...

*Kringes at the 50 .hak's*

Just another warning here. There is also a limit to the number of tilesets that a module can use. The odd thing is there is no limit on the number of tile sets that the module can have in the hak's. The limit is on the number of them that can be used by a single module.


So what's the magic number? >.<
Because after bringing it down to 30 or so haks, the thing still isnt loading.

Modifié par Jenna WSI, 09 mars 2011 - 04:20 .


#9
Lightfoot8

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I Do not remember the number. But it think it is stated in the 1.69 update text file.

#10
Khuzadrepa

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100 tilesets is the new limit. I haven't found where the number of haks is stated.

#11
Karvon

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I believe there's also a limit in the total number of individual elements that can be included in a mod, where it be a script, mdl, texture, what-have-you. If you have a lot of haks with a lot of elements, you may well have hit that limit.

Karvon

#12
Jenna WSI

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Curses. I don't want to downsize :(
So ... with the vanilla options and CEP, anyone know how many that is?

Modifié par Jenna WSI, 09 mars 2011 - 06:48 .


#13
Khuzadrepa

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From this thread on the old forum:
http://nwn.bioware.c...ght=number haks

The_Krit said he thought the limit to the number of haks was at least 30, but didn't say how he knew that. I'm going to keep looking.

EDIT:
Here they say no more than 55:
http://nwn.bioware.c...ght=number haks

Modifié par Khuzadrepa, 09 mars 2011 - 07:16 .


#14
Jenna WSI

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Yeah I had seen a few answers too but never the same number, heh.

I'm at a bit of a loss after some testing. If I add just ONE tileset hak it won't load. But it loads with clothing and head haks just fine.

#15
Khuzadrepa

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See if your log file is reporting too many haks. Craig says that it might in this post:
http://nwn.bioware.c...ight=number hak

There is some useful info in there, anyway.

EDIT:
After sifting through the linked threads, I found that the limit the game can handle is 64 haks/erfs/whatever.  However, this includes game resources (like texturepacks, etc.) and settings (using higher res texturepacks from a higher game setting), so the number of actual haks you can use varies depending on which expansions you have installed, etc.

In the third page of this thread Craig gives the details:
http://nwn.bioware.c...597140&forum=45

55 haks is in fact a good estimate.  I think, to be safe, 50 haks would be a good maximum target number.

Modifié par Khuzadrepa, 09 mars 2011 - 07:43 .


#16
Calvinthesneak

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I've had over 20 tilesets loaded at once... but total number of haks was less than 50 by a long shot, I simply combined tileset haks.

The oddity of it all is when you add even one hak, makes me suspect that some resource is missing, as in a model or something significant that the module cannot load with out.

#17
Khuzadrepa

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Karvon wrote...

I believe there's also a limit in the total number of individual elements that can be included in a mod, where it be a script, mdl, texture, what-have-you. If you have a lot of haks with a lot of elements, you may well have hit that limit.

Karvon

This sounds very likely.  I don't think anyone knows what that number is.  That would be a good question for the game designers.

#18
Jenna WSI

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Calvinthesneak wrote...

I've had over 20 tilesets loaded at once... but total number of haks was less than 50 by a long shot, I simply combined tileset haks.

The oddity of it all is when you add even one hak, makes me suspect that some resource is missing, as in a model or something significant that the module cannot load with out.


To add to the problem... it does it for adding just one of several different haks. Worms seasonal, wildwoods from six... all of them used independantly still make it fail to load. I can't download from our server (weird isp) so I'll wait and get someone to download that log for me later.

#19
Calvinthesneak

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Do you guys have nwnx installed? heck even nwserver log should tell you something when it loads, or does it just give the usual module failed to load?

#20
Calvinthesneak

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My question was more in reference to your module. Are you loading areas that use any of these tilesets? Or you simply just trying to add the haks to the server without having your module draw actual resources?

#21
Jenna WSI

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Calvinthesneak wrote...

Do you guys have nwnx installed? My question was more in reference to your module. Are you loading areas that use any of these tilesets? Or you simply just trying to add the haks to the server without having your module draw actual resources?


Yes we have it installed and working. No I am not loading areas that use the hak... just a builder mod to save on time for testing, with haks added to the content list.


Fox says:
 Couldn't load the Hak Pak File "hillsandhomes163a.hak"
Couldn't load the Hak Pak File "sen-underdark.hak"
Couldn't load the Hak Pak File "wrm_scorche.hak"
Couldn't load the Hak Pak File "wrm_seasonalv10.hak"
Couldn't load the Hak Pak File "wrm_sf10-senadds.hak"
Couldn't load the Hak Pak File "wsi_tilesets2.hak"
Couldn't load the Hak Pak File "wsi_tilesets1.hak"
Could not load the Module.
 Missing required HAK file.

 My guess is that either the file names' capitalization is screwing the system up, or the haks got corrupted when you uploaded them.

 Linux, it should be noted, would consider "sen-underdark.hak" and "sen-UNDERDARK.hak" to be two entirely different files. Windows would not. Mind, it could still be a corruption issue.  But my money's on the filenames.

Jenna says:
 Was there any error with the ~wildwoods hak?
 Because it seems to meet the case issues and I tried it, but loading failed there too

Fox says:
I don't see anything wrong with ~wildwoods.

Jenna says:
 Me either but it didn't load that one when it was tested.

Fox says:
 Huh. It could be corrupt, or it could just not want you to be using characters like ~.


*Bangs head*

#22
Frith5

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The hills and homes .hak has a 17 character filename. I thought filenames were limited to 16 characters? Did you change the filename maybe? Just a shot in the dark...

JFK

#23
Khuzadrepa

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Frith5 wrote...

The hills and homes .hak has a 17 character filename. I thought filenames were limited to 16 characters? Did you change the filename maybe? Just a shot in the dark...

JFK

Good eye on that!!  Could very well be the problem...

#24
Calvinthesneak

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Ugh yeah it's definately a capialization issue if you're using them on linux. It's very touchy. I had those issues in the past, I think I put all hak names to all small letters... not sure about symbols like ~, linux sometimes make them have different meanings. Usually you have to "escape" those sorts of chars, but not sure you can in haks, I'd just advise renaming the file to exclude such symbols.

If you're just making a build module (which won't be run under a linux setup unless using WINE), you'll probably just be best off to download the haks from source, and try a creation of build module. Areas will port over fine since the resources are there and internal references don't care about the caps