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Cannot access the Shipwreck area


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#26
kevL

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in kPrC v1.41.4 ( for which source is/was available )

the only change from stock that I see is an included function has been changed from RemoveAllEffects() [ginc_cutscene] to RemoveAllNonSupernaturalEffects() [cmi_ginc_ol]

and the only change between those two, is the addition of
 
if (GetEffectSubType(eEffect) != SUBTYPE_SUPERNATURAL)
now, he might have changed something more than that in v1.42 (but i doubt it). Okay that said, I'm not in the mood to go hunting through the SoZ OL gimmery-fokery to see what effects might or might not be "supernatural". I do know that said gimmery-fokery uses an effect to shrink the characters for the OL, but can't remember much else atm. In short, i can't think of any reason this should stop transitions,

but if you guys want to simply remove or rename Kaedrin's 'ka_olmap_visit' files, both the .nss & .ncs * to render them inactive I don't see a problem with that. I suspect this was/is his attempt to make transitions less of a debuff ....


* v1.42 probly has only the .ncs file /shrug

PS. there are other ka_olmap_* files in the kPrC that may also exhibit same behavior.
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#27
Naeryna

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However giving the fact this module seems to be highly popular I don't understand why this nasty bug didn't appear on other people before ?

 

They probably didn't play it. Storm of Zehir isn't most popular game.



#28
TheManInTheMoon

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The guilty module seems to be kaedrin prc.

Without it everything seems to work.

Its this module which contains the 8 ka_oldmapvisit too.

 

However giving the fact this module seems to be highly popular I don't understand why this nasty bug didn't appear on other people before ?

 

As I said, I've played Storm of Zehir WITH Kaedrin's latest/final(:() pack with no problem, but that was on Windows Vista - the most likely culprit to me looks like Windows 7.



#29
Thorsson64

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Never had any problems with Windows 7 myself. Possibly try re-installing DX9?



#30
kamal_

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I played SoZ with Kaedrin's latest on Win 7, no problems.



#31
kevL

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... the first line was what you said it should be, and the FINAL line was:

..return from JumpPartyToArea() SUCCESS


just saw this. That's what it should be -- the script completes with a return from
 
//RWT-OEI 01/04/06
//This script function moves a party to an object in a new area.
//When a party is moved with this function, all players undergoing
//the area transition will remain on the loading screen until everyone
//changing area has finished loading the area on the client.
//The area's OnClientEnter event will fire once all of the party members
//have finished loading the new area
//NOTE: If the party is already in oDestination's area, the party will be
//jumped to oDestination without firing OnClientEnter. Party members that
//are uncommandable will still be jumped, but party members that are dead
//will not.
void JumpPartyToArea( object oPartyMember, object oDestination );
i'm at a loss. I'm willing to feed you altered versions of that script, with different methods ... but first,

did chat say that "PC is Valid" and "WayPoint is Valid" ?
and what did "destination tag:" print, plus what Area were you trying to enter at that time? (the tag-of-wp and the specific area-to-go-to are related )


yes we're kinda fumbling around here but that's the way it is.




ps. note i compiled 'ka_olmap_visit' w/out Kaedrin's ... may nor may not be relevant, donno

#32
TheManInTheMoon

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First of all, thanks for sticking with this. I've been spending all day on a plan based on running it on Windows XP (via VirtualBox).

 

 


did chat say that "PC is Valid" and "WayPoint is Valid" ?
and what did "destination tag:" print, plus what Area were you trying to enter at that time? (the tag-of-wp and the specific area-to-go-to are related )

 

 

Double-checking...I think so, but I know that SOMETHING was NOT valid...

 

...okay! PC is valid, Waypoint is NOT valid!



#33
kevL

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did "destination tag:" say anything after, or is it just blank?



#34
TheManInTheMoon

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"Destination Tag: _wp_from_"

 

For what it's worth, there was also "Destination Module:" beneath that, and IT was blank after the colon.



#35
kevL

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that's okay about destination Module because it's going to the same module (defaults).

 

but the destTag is borked ... thinking



#36
kevL

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here's an updated version of 'ka_olmap_visit' for debugging.

It outputs more info about tags & strings (and i removed messages that now seem irrelevant, so don't worry 'bout that).

hypothesis: dialog's action script is not retrieving the tag of the shipwreck (that's my testcase, but it shouldn't really matter). So after the first line of debug you should see:

. Object_Self: Shipwreck ( g00_plc_to_u05 )

if you try going to shipwreck cove -- try some others as well -- then it should go into details about prefixes & suffixes. These likely won't be correct ....

The destination tag we're after is "u05_wp_from_g00"


https://dl.dropboxus...Z_oLMap_test.7z
- same link as before, just overwrite the previous files ( carefully )



#37
TheManInTheMoon

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hypothesis: dialog's action script is not retrieving the tag of the shipwreck (that's my testcase, but it shouldn't really matter). So after the first line of debug you should see:

. Object_Self: Shipwreck ( g00_plc_to_u05 )

 

Yes, this is what I got.

 

The destination tag we're after is "u05_wp_from_g00"

 

No, I did not get this. Once again, I got "_wp_from_"

 

I tested the Stone Knives Cave too, got the same gist save for ".Object_Self:", which was this time followed by "(g00_plc_to_g07)".

 

P.S.: Well, okay, I've figured out how to successfully get into places (the Stone Knives Cave, at least) by divining the area code via your test thing, then plugging it algebra-style into the rs ga_jump_players cheat, so I can force my way through the game that way - but hopefully we can do better, yes?



#38
kevL

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No, I did not get this. Once again, I got "_wp_from_"


the good part is that we're past a hard-coded bork and into pure scripting .... So, did you see some other info,

plcTag =
destPrefix =
destSuffix =
destTag =

if so, what are they for the shipwreck pls.

 

P.S.: Well, okay, I've figured out how to successfully get into places (the Stone Knives Cave, at least) by divining the area code via your test thing, then plugging it algebra-style into the rs ga_jump_players cheat, so I can force my way through the game that way - but hopefully we can do better, yes?

hopefully. And yep, just swap the prefix for the suffix and insert _wp_from_ between; that's the tag of the waypoint the PC ends up at.



#39
TheManInTheMoon

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Whoops, double-post caused by the first one seeming to disappear the first time around.



#40
TheManInTheMoon

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plcTag = g00_plc_to_u05
destPrefix = zilch
destSuffix = War! HUH! What is it good for? The answer is HERE!
destTag = _wp_from_

 

Incidentally, where on Earth is this site headquartered? The time zone listed here would be in the middle of the Atlantic Ocean....



#41
kevL

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it looks bad; back to a hardcoded problem, not with getting the tag but with string functions.

I wonder if it could have anything to do with your computer's locale/region/language settings .... (or win7). Although i'd like to *think* that characters (in strings) are dealt with internally by the game engine -- ie, not dependant on computer settings.

US-english + ASCII/UTF-8 are the safest. ( note: going out of my safety zone when i deal with this )


anyway, here's a new debug-script that prints info about 'getPrefix'. You should see these:

getPrefix :: StringToTest = [<our usual tag>]
getPrefix :: Delimiter = [_]
getPrefix :: pos = <#>
getPrefix :: ret = [<null>]

what they be. notice i put square brackets tight around strings so that any spaces before or after will show. Should be no spaces.
same link, same as before
https://dl.dropboxus...Z_oLMap_test.7z



#42
Yapadekoi

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Well I just dumb every ka_olmap_* files to the bin and now the game work...

 

I hav'nt got any bug yet...

Except that I can't craft anymore but i think it's not related.



#43
TheManInTheMoon

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Bold being the data I got, of course:

 

getPrefix :: StringToTest = g00_plc_to_u05
getPrefix :: Delimiter = [_]
getPrefix :: pos = 3
getPrefix :: ret = []

 

 

 

Well I just dumb every ka_olmap_* files to the bin and now the game work...

 

I hav'nt got any bug yet...

Except that I can't craft anymore but i think it's not related.

 

 

Okay, this is interesting - but I don't understand what you're saying you do (presumably due to typos).



#44
kevL

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well

uhhhhhh

This function is returning an error:
 

GetStringLeft("g00_plc_to_u05", 3);

on my machine, the following test script

// 'test_st'

void main()
{
    string st = GetStringLeft("g00_plc_to_u05", 3);
    SendMessageToPC(GetFirstPC(FALSE), st);
}

prints "g00" to chat. On yours, at present, apparently it errors out and returns an empty string.



#45
Yapadekoi

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Sorry for my english it's not my mother tongue.

 

To be more precise I erased the 8 "ka_olmap_" files which were in Override\SoZ\.

 

Then the bug seems to be gone I could continue gaming. (And enter shipwreck area and stone knives tribe cavern)

So thank you very much for the help, I wouldn't have find it without you.



#46
kevL

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no problem. Trying to help ...

 

- four persons have reported probs transitioning from the OL to places like the cove, on this thread.

 

you, Yap, seem to have it fixed by removing the 'ka_olmap_*' files from /Override. I think Moon tried a clean /Override already.

 

The testing he & i have been doing indicates something different ... -o- ... it might warrant reinstall (after saving stuff in Documents). Or installing Dx9.c maybe?



#47
TheManInTheMoon

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you, Yap, seem to have it fixed by removing the 'ka_olmap_*' files from /Override. I think Moon tried a clean /Override already.

 

Not as such, actually. I did the whole "make my folder my backup folder, start the built-in module, move into the doppelganger folder" thing, but I moved Kaedrin's hakpak into the new one immediately (I still don't believe it's the problem, since the whole thing worked fine before I converted to Windows 7, and I'm still pursuing the alternate avenue of running it on a Windows XP emulator) - it's kind of important, since my saved game is utilizing several things from it. HOWEVER, Yapadekoi's solution sounds promising (and don't feel bad, Yapadekoi - you still speak English infinitely better than I speak whatever your first language is - I'd love to learn other languages, but so far, I haven't been good at it, and living in the US doesn't help, disgustingly) - I'll give it a shot.

 

Incidentally, it might be wise for me to create a tertiary backup folder - how would I do that (I might know the answer, but given how pinpoint-precise this all has to be, I want to make sure I'm doing the right thing)?

 

Something else: Being unable to find my manuals with the CD keys in them, I resorted to ersatz CD keys from various sources online (two from Youtube, one from some forum site that was all in Spanish). Is there any remote chance that THAT could be my problem?

 

Ok, update: It didn't work. :( It SHOULDN'T matter that I kept the "ka_olmap_*" files in a completely separate folder in the Astral Plane that is my desktop rather than sending them to the Recycle Bin, right?

 

Tell me about "Dx9.c" - are you referring to "DirectX?" If so, can you name a good place to get it from?



#48
kevL

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Incidentally, it might be wise for me to create a tertiary backup folder - how would I do that (I might know the answer, but given how pinpoint-precise this all has to be, I want to make sure I'm doing the right thing)?


have as many player folders as you want, some people make one for each module they play, with different settings & mods in them. Then you can use either the -home switch or simply rename the desired folder to "Neverwinter Nights 2" while the game/toolset is not running.

CDkeys? doubt it.
 

Ok, update: It didn't work. :( It SHOULDN'T matter that I kept the "ka_olmap_*" files in a completely separate folder in the Astral Plane that is my desktop rather than sending them to the Recycle Bin, right?


doesnt matter. As long as they're not in /Override or a .hak or the Campaign folder etc. yer desktop isn't any of those.


Tell me about "Dx9.c" - are you referring to "DirectX?" If so, can you name a good place to get it from?

http://www.microsoft...s.aspx?id=34429

ps. It's not an 'update' -- it's needed. It lives happily alongside dx11 or 12 or whatever you have now.

#49
TheManInTheMoon

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Okay, I tried installing DirectX. It didn't work (granted, it strikes me as fishy how instantaneous the installation was, though that might just be the way of the program).



#50
kevL

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that link just downloads the web-installer, a small app that you need to run ...
it should then download a bunch of megs and do an auto-install

But you & Google are on your own there. I can't even see the download button (probably because i don't like their cookies)