Transition Bug
#1
Posté 13 mai 2011 - 03:59
In case someone doesn't know what I'm talking about: the ability icon is still showed as active, but the effects don't work. This means that you have to deactivate it, then activate again. It's not that bad with Darkvision because it's instant, but inspirations take a full round, so it's very tedious to do it each time a new area or module is loaded. I haven't played many Bards lately, mainly because of this (yes, I hate it that much).
Is there any fix for it? I reported this to Kaedrin some time ago, but his pack doesn't solve it. If a fix doesn't exist, consider this a request. If someone can solve this issue (I certainly don't know how), I'd be very grateful for it.
#2
Posté 13 mai 2011 - 08:08
#3
Posté 13 mai 2011 - 08:16
#4
Posté 13 mai 2011 - 08:26
Thanks both, I've never used Skywing's Client Extension, so I'll take a look. Do you know if it is compatible with things like Kaedrin's or Tony K's?
Edit: It seems to be targeted at multiplayer, that must be why I had never heard of it. I usually play single player, can I use it then, or at least get the bug fixes?
Modifié par Arkalezth, 13 mai 2011 - 08:41 .
#5
Posté 13 mai 2011 - 08:49
Arkalezth wrote...
It always happens in module transitions, not sure about other transitions.
Thanks both, I've never used Skywing's Client Extension, so I'll take a look. Do you know if it is compatible with things like Kaedrin's or Tony K's?
The CE is compatible with pretty much any override or modification,
since it works on a whole other level. As I understand it, it affects
the communication between the game engine and the operating system.
It seems to be targeted at multiplayer, that must be why I had never heard of it. I usually play single player, can I use it then, or at least get the bug fixes?
That's what I thought at first, too, partially because the word "server" is found throughout much of the descriptions. It's not the case, actually--the CE works great for single-player and offers many benefits.
I think that Skywing explained that there's still a "server" in single-player, it's that the server and the client are actually on the same machine. A bit esoteric, but the upshot is that it's very helpful for single-player as well. In fact, I think it solved some strange timing issues that people were experiencing while playing the OC when they had just downloaded the Steam version.
#6
Posté 13 mai 2011 - 09:03
The character I'm playing currently doesn't have neither Bard levels, nor Darkvision. I tried a Bard companion and the inspirations weren't fixed. Darkvision works correctly in companions but that was already the case before installing the CE. I'll need to try a Bard PC to be sure.
#7
Posté 13 mai 2011 - 11:58
Inspirations were always deactivated (totally deactivated, not as I described in my first post). Same for Darkvision, except the first time, when it was activated and working. I also saved and reloaded once, the inspiration was activated, and Darkvision wasn't.
So, in short, I don't know what the hell is going on. Inspirations deactivating means that I have to cast them once instead of twice, so it's sort of better if it always works this way, but it's still far from ideal.
#8
Posté 14 mai 2011 - 12:14
Darkvision i know about, but inspirations should work just like ANY other buff spell. If those are an issue i'd think it's a problem with all magical buffs from all classes, and i've not seen that happening. From what i know it seems like there is some script which is removing the effects when you enter/leave an area, not sure if you can test this in a basically blank module, or a really simple module off the vault.
The CE is for SP and MP, the author has done a lot of things for MP, but it fixes a lot of issues for the game in general. Just loading areas should go faster and the map is also quite useful for moving around. You are also a lot less likely to crash as it's fixing a lot of wonky issues all over the place.
Side Note about server-client terminology:
Generally a programmer making a game will group the interface stuff, the rendering and the menus and buttons together, this is what you deal with when you play a game. This is usually using libraries they buy or things like Ogre3d, or things they developed in house and are very complex.
They also will take the game logic, scripting, and things like pathfinding and group these together, this you really can consider the game rules. This is true in almost any game, and it's really more because most games are huge projects done by different teams, and the graphics portion will generally have a very simple way to "talk" to the game logic portion which does a different type of work entirely.
This is not about MP in anyway, but really just to make it so the programmers can get their heads around what is going on, and thus manage the project. ( once they started doing this they noticed it would be pretty easy to implement a separate server. )
The game is actually sending messages between the interface and the game logic when you play in Single player, and in multiplayer those messages are sent from the client to the server via the internet. The code which determines how that game logic runs, and how it deals with those messages is really no different in SP and MP, the only difference is if the game logic is local or if it's remote. It is just the best way to do things regardless of if MP is involved or not.
It actually would probably help improve SP performance a little bit if the game logic / server ran on a separate core than the client is using. This is not something i see end users doing since its a bit too complex, but it would be interesting if you used the CE and started a SP game, if it actually launched the MP server program as a background process on a different core dedicated just to it. Most people have at least dual core chips, and quite a few have quad core at this point. If this were to happen the module designers could actually do a lot more involved massive army's battling each other type modules. ( since most modules are set up for what can be done in SP, and the major bottleneck is the VFX and GPU handling the client i don't see it as a major improvement if this were done, but it would be nice if we could use NWNX plugins in single player modules )
Modifié par painofdungeoneternal, 14 mai 2011 - 12:17 .
#9
Posté 14 mai 2011 - 01:19
#10
Posté 14 mai 2011 - 02:17
#11
Posté 14 mai 2011 - 11:01
#12
Posté 14 mai 2011 - 03:53
#13
Posté 14 mai 2011 - 04:10
#14
Posté 14 mai 2011 - 06:47
For some reason, I've already had two crashes since I installed the CE, in only one or two hours of play (playing Path of Evil module, if that's important). I rarely got any crashes before.painofdungeoneternal wrote...
You are also a lot less likely to crash as it's fixing a lot of wonky issues all over the place.
#15
Posté 14 mai 2011 - 07:32
(
© One thing that might make it less noticeable is that it doesn't happen to the controlled PC as much, but companions virtually always.
#16
Posté 14 mai 2011 - 07:50
yes .. it seems to work better in windowed-mode. I've tried it a couple of times (v.20) and in full-screen it crashes me when exiting the game (leaves the Area window & Chat window up, & offers debug text). I recently tried windowed-mode and everything went smoothly, but i don't like windowed-mode. I'd like to use it even in SP, and i really suppose this should be posted down under the CE thread .. so Sky can have a look if he likes (i could probably grab a chunk of debug if he lets me know what to look for)Arkalezth wrote...
For some reason, I've already had two crashes since I installed the CE, in only one or two hours of play (playing Path of Evil module, if that's important). I rarely got any crashes before.painofdungeoneternal wrote...
You are also a lot less likely to crash as it's fixing a lot of wonky issues all over the place.
Suggestions?
to remain OT: i remember the Bard inspirations needing 2 rounds to shut down and turn on again (manually). Haven't played with a bard in a long time tho; the Defensive Casting icon seems to shut itself off on reLoad or leave itself on arbitrarily. I don't trust it, however, and try to always give it a couple of clicks before combats whether I've just loaded, or transitioned (whether in module or to module).
Buffs, i'm working on in SoZ: my present understanding is that they get wiped off always on module transitions, but should remain on area transitions. SoZ has specific code, that wipes buffs on area transitions (that's currently getting removed from my system) .. but I have not looked into the trans-module thing & suspect that's internal
my major beef is only if Bards require two rounds to re-Inspire the party. ps, i'm using the two biggies: K's PrC Pack & TonyK's AI (etc.)
Modifié par kevL, 14 mai 2011 - 08:01 .
#17
Posté 14 mai 2011 - 08:06
Also, the other day I mentioned in a thread a problem with the Warlock Buddy. The bug is the same, and related to transitions.
What I find weird is that, on companions, it always happens with inspirations, but not with Darkvision. If I activate Darkvision on a companion and never touch that button again, it will be active until the end, after reloads, transitions, and whatever.
#18
Posté 14 mai 2011 - 08:25
v1.40.4 changes
Low-light vision and darkvision (when active) will now retoggle automatically when the character is loaded. This will solve the issue with area transitions removing the light but leaving it turned on.
#19
Posté 14 mai 2011 - 08:33
Agreed, windowed mode feels...wrong. I didn't know there was a thread about it, do you have the link?kevL wrote...
yes .. it seems to work better in windowed-mode. I've tried it a couple of times (v.20) and in full-screen it crashes me when exiting the game (leaves the Area window & Chat window up, & offers debug text). I recently tried windowed-mode and everything went smoothly, but i don't like windowed-mode. I'd like to use it even in SP, and i really suppose this should be posted down under the CE thread .. so Sky can have a look if he likes (i could probably grab a chunk of debug if he lets me know what to look for)
Suggestions?
As for suggestions, well, if it really fixes it (I don't see much difference to be honest), couldn't we only install the bug fixes? I'm not interested in multiplayer for now, so I guess some features are useless for me. Same for Kaedrin, it has a lot of fixes, but they come with the entire pack, and not every module is compatible. I think this game needs a compilation of fixes from different add-ons, without any extra content, and compatible with just about everything. Can't this be done?
Yes, that's the problem, the icon is blinking, but the effects aren't applied. The way inspirations work make them more tedious in comparison. That's why I sometimes prefer a Bard companion rather than a Bard PC: just let the AI do the hard work. However, the AI doesn't recognize the bug (no turn off and turn on), so after reloads/transitions, a companion's inspiration may be blinking indefinitely without any effect at all.to remain OT: i remember the Bard inspirations needing 2 rounds to shut down and turn on again (manually). Haven't played with a bard in a long time tho; the Defensive Casting icon seems to shut itself off on reLoad or leave itself on arbitrarily. I don't trust it, however, and try to always give it a couple of clicks before combats whether I've just loaded, or transitioned (whether in module or to module).
...
my major beef is only if Bards require two rounds to re-Inspire the party. ps, i'm using the two biggies: K's PrC Pack & TonyK's AI (etc.)
Edit: Good to know Kaedrin's into it. Now if we could have the same fix for inspirations, and without the need for his entire pack for the fix to be compatible with everything...
Modifié par Arkalezth, 14 mai 2011 - 08:38 .
#20
Posté 14 mai 2011 - 08:44
jahArkalezth wrote...
Agreed, windowed mode feels...wrong. I didn't know there was a thread about it, do you have the link?kevL wrote...
yes .. it seems to work better in windowed-mode. I've tried it a couple of times (v.20) and in full-screen it crashes me when exiting the game (leaves the Area window & Chat window up, & offers debug text). I recently tried windowed-mode and everything went smoothly, but i don't like windowed-mode. I'd like to use it even in SP, and i really suppose this should be posted down under the CE thread .. so Sky can have a look if he likes (i could probably grab a chunk of debug if he lets me know what to look for)
Suggestions?
http://social.biowar...1/index/3116438
that's a lot of work .. separating K's efforts into discrete components would be .. i'll just pass out now.As for suggestions, well, if it really fixes it (I don't see much difference to be honest), couldn't we only install the bug fixes? I'm not interested in multiplayer for now, so I guess some features are useless for me. Same for Kaedrin, it has a lot of fixes, but they come with the entire pack, and not every module is compatible. I think this game needs a compilation of fixes from different add-ons, without any extra content, and compatible with just about everything. Can't this be done?
#21
Posté 14 mai 2011 - 09:06
#22
Posté 14 mai 2011 - 10:46
If things are done well, the things you don't use don't affect things at all.
Modifié par painofdungeoneternal, 14 mai 2011 - 10:48 .
#23
Posté 14 mai 2011 - 11:08
Back on topic, I loaded a save without the CE (I tried windowed mode, but it's too small for my taste), and the PC had an inspiration active. So, for now, the only difference I've noticed with the CE is the crashes.
#24
Posté 14 mai 2011 - 11:29
The crash log can be found at your NWN2 install directory (i.e. under ProgramFiles) - as a file called nwn2_errorlog.txt. On Vista or Win7, you may need to click 'Compatibility files' to see the log.
The CE only saves and restores Darkvision across transitions, not any other player modes. I haven't looked into what the problem is with inspirations (first I have heard of it, but I don't typically play a bard) nor what it might take to fix.
#25
Posté 15 mai 2011 - 12:44
SkywingvL: Thanks for clearing that up. I'll PM you with the crash log.





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