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Area/Placeables Corruption?


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18 réponses à ce sujet

#1
Jenna WSI

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Working in worms seasonal, cobblestone... I've imported five other similar areas into our main mod, but the 6th one has an error when it's viewed from the main mod.. but not when it's viewed in the bulder mod. I've tried copying it, importing an older version from a different module, same error every time, but only in our main server mod. FML.

"access violation at address 0080ABD6 in module read of address 39A700004"

Modifié par Jenna WSI, 13 avril 2011 - 04:06 .


#2
lordofworms

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in that area (builders version) is a 'tile' maybe a 'group' that isn's valid in your 'MAIN' versions hak.

my guess is either
1) that the area that was built.. was built using an old version of seasonal forest (before I had to re-write the .set and .itp files in order to implement alot of the newer features that are available now.
I am not sure how big the area in question is but if its possible, checking/matching/comparing each area tile (wsf10_whatever) to the one in the main vs build mod.

2) if your using some haks/exported areas from arbor falls module/pw then there are a few floating files in the core haks that update seasonal forest...and that could also be a problem if its present in the builders hak but not the 'main - live' hak.

just let me know more details and i can help ya sort it out, I have old versions of SF all the way back to version 6, so we can figure something out.


hope that sheds some light on your issue. I can attest that SFv10 is a bloated, beastly mess that I wish I had the energy to -revamp...but even I have to say I enjoy building with it as it is (for me at least) very easy to build really great looking areas

#3
Jenna WSI

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Odd... I can't open the area in the old mod today, but I could last night. I had to go back to mod4 to get it to open, when my final and most recent mod was number 8. Really not sure why that would happen, as all I added was npcs and placeables between the different saves.

I've got seasonalv10 installed, off the vault. I thought it was the newest one...I assume files made in an older version would work with a newer one though, if I need to update. The area is about 10x12, give or take... just going off memory. I'm not using arbor falls, but my own build mod with scripts from our server.

Modifié par Jenna WSI, 11 avril 2011 - 09:57 .


#4
Bannor Bloodfist

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Jenna, LOW just told you that the versions may not be compatible. IE, areas created with say version 4 won't be compatible with version 10.

#5
Jenna WSI

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Ah, missed that. But I've only used one version in my own work, so far.

Error message on the build mod where the area was made, when trying to view the area: Assertation failed ((unsigned_far*)vftAddr)[-1]= = 0, file xx.cpp, line 3641

Modifié par Jenna WSI, 11 avril 2011 - 10:25 .


#6
lordofworms

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can you send me the erf'ed up area in question to my email?

lord_of_worms@yahoo.com

I am sure we can sort it out for you.

#7
Explodingrunes

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I have previously had issues with the edge of water interacting with sloped cobble, and with docks moving from shallow to deep water.

#8
Jenna WSI

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All water is shallow, but I am really confused now.
I was able to open the area after hitting' okay' about 20 times to the error message. I copy pasted just the placeables into a new (rural grass) area, then imported it into my server mod... and still got the error/crash.

Modifié par Jenna WSI, 12 avril 2011 - 05:43 .


#9
Jenna WSI

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Any ideas?

#10
Frith5

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Jenna WSI wrote...

Any ideas?


Absolutely. Take LoW up on his generous offer and send him an .erf of the area. :)

-JFK

#11
lordofworms

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I got your email and will look into it tonight (dont have to work) I should have an answer/fix for you by tommorow night the latest.

#12
Jenna WSI

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Thank you! <3
I've tried different ways to save the work or get it to load and not be corrupted... everything gives me an error, that I've thought of.

#13
Jenna WSI

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Well hey, fantastic. This made me want to stop working on Neverwinter for good.

I redid about 75% of my work from an older more stable mod version, worked on it for two weeks, added it to our main module, went to add the transitions and final touches, and the area corrupted because of some door links? Awesome. I love loosing 8+ hours of work over random errors that repeat endlessly for no apparent reason. If this is how it's going to be to work with haks, forget it.

Modifié par Jenna WSI, 23 avril 2011 - 02:53 .


#14
Bannor Bloodfist

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That is not a "HAK" issue, but a "Content" issue. From all the messages you have posted over the past few months, you have created/merged/combined your own haks as well as using other content out there.

Likely, you have conflicting resources somewhere in the stack of haks.

The engine is supposed to take haks in reverse order, loading the bottom most hak first, then overwriting with the next hak up in the list, and so on. However, having the same resource (file) in multiple haks is called stacking, and stacking can cause weird errors.

Bet bet is to always combine your 2da's into a single hak, at the top of the list, and to remove any duplicated 2da's in haks below it.

Combining sooo many reources from sooo many different sources, can be a real headache. You have to pay special attention to the 2da's, but other files may also run into issues as well.

I have suggested this to you before... slow down. Add something, make sure it works. I mean, let your players test things in game for a bit, say weeks, before you add something else to the possible cause of issues.

Successful PW building requires LOTS of time, and typically, many different builders working together. A single person attempting to do it all, will always run into issues. They will easily forget something that may seem minor, but turns into a major headache down the road.

There are literally thousands of modules on the vault that use haks with no issues. There are also many many PW's that use haks. So it is not only possible, but actually proven, that the hak system works, and works well.

#15
Jenna WSI

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Thanks Bannor... starts to feel like banging your head at a wall after all the random work loss. I haven't really even gotten to the point yet were much playtesting can happen.. everytime I find a problem and fix it something else comes up.

I had someone on our team poke around for a while, and they're guessing it's a door issue with LoW's tilesets. Which is a little confusing because the door 2das are meshed and added to the top hack. So I guess I'll spend time reading and figuring out ITP files to see what the issue is.... we think it stems from putting CEP doors into the LoW tilesets, but unsure. Going to take a break before going at it again though. I miss enjoying my time as a builder.

#16
lordofworms

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I can attest to this, I have run every version of Seasonal Forest (including builds I never released publicly) and it STILL refused to import...
of course again, if your using custom (self made) haks in your design and I dont have access I cannot be of any real help.
could you give me a list if feasable with all the haks your currently using AND (VERY important) the order in which they appear..

because that erf you sent doesnt work with any versions of my Seasonal.

#17
Jenna WSI

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After much sweat and tears, it works again. I'm.. not entirely sure why. Opening the area despite errors in a stripped down mod, and carefully adding and removing things seemed to somehow fix it. After a break from NWN and things working again, I'm feeling less likely to strangle people. :pinched:

Modifié par Jenna WSI, 02 mai 2011 - 04:10 .


#18
Bannor Bloodfist

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Congrats!  Now, take it slow when adding new stuff!  :happy:

Build a single area, including all the door transitions, and test it before you add your placeables.  Write down every doorway that has a transition, keep track of them. so you can build a temp area for testing purposes. Don't worry so much about the transition areas you need to create, create them, but don't add anything other than the doorway connection back to the main area then test it. 

Then add your placeables to improve the look of things in the main area only, and test it again. 

Then add npc's or creatures, and test it again.

Now, go fill in each of the areas that you transition into and test them in the same fashion.

I know, lots of simple steps, but when you skip them, you end up with huge errors or crashes like you just experienced, and much wasted time!  :police:

#19
Jenna WSI

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We're starting to think it has something to do with the cobblestone tiles, because the other builder hasn't had errors like this and just finished three dungeons. Good method to try though.