Hi all,
As some of you know, I've been working on creating an Oriental themed DM'd campaign. I have been using Nytir's BCK to make buildings and it has gone well so far...
However, I have hit some strange behavior today while testing in-game. It is an area with about 20 buildings (10-25 environmental objects each with an sgk's collision helper on each building). I have also turned off all shadows on these objects.
When I went in to test the area, my character just floated everywhere rather than moving her legs.
Any thoughts?
Walking without moving
Débuté par
Banshe
, juil. 13 2011 01:18
#1
Posté 13 juillet 2011 - 01:18
#2
Posté 13 juillet 2011 - 01:28
I've run into this in my test module, which is essentially a single empty area I use to test various scripts before putting them into the real module. What kind of scripts are you running in the area?
#3
Posté 13 juillet 2011 - 06:40
None. It is an empty module used solely to create the Oriental style prefab buildings that I will be using.
Is it possible that the environmental objects are just so great in number that they are making other things act strangely like animations stop working?
The scary part is (if this is the case) that there will be more objects to add later (shop signs and trade goods etc.).
Is it possible that the environmental objects are just so great in number that they are making other things act strangely like animations stop working?
The scary part is (if this is the case) that there will be more objects to add later (shop signs and trade goods etc.).
#4
Posté 13 juillet 2011 - 08:03
Doubtful it's simply an object number limit. I took a walkmesh testing stroll through Crimmor the other day and did not have any animation problems, and I have areas with 3000+ objects (and the toolset can only handle somewhere between 3250-3500).
#5
Posté 14 juillet 2011 - 01:58
I've had the same problem from time to time. I suspect it's an insufficient memory or CPU load issue.
#6
Posté 14 juillet 2011 - 12:51
@ kamal: I'm glad I am far away from the limit.
@ cipher: I have 16 GB of memory (overkill) and 2600k Sandy bridge processor. Is it possible to have a memory or CPU load issue?
@ cipher: I have 16 GB of memory (overkill) and 2600k Sandy bridge processor. Is it possible to have a memory or CPU load issue?
#7
Posté 14 juillet 2011 - 03:26
I'm not familiar with the 2600k but you definitely don't have a memory problem. Are you running the server and client on the same computer?
#8
Posté 14 juillet 2011 - 04:02
The 2600k is the unlocked Intel I7, top of the line unless you decide to go with a $1,000 "extreme" processor.
Modifié par kamal_, 14 juillet 2011 - 04:09 .
#9
Posté 14 juillet 2011 - 04:48
Memory problems come from memory leaks in the toolset, so it can be an issue no matter how much RAM you got.
#10
Posté 14 juillet 2011 - 07:01
@ Cipher: All I was doing was playing SP "new module". So no server/client issues. The 2600k is in the new line of Sandy Bridge processors that came out in January. They are meant to be the middle ground processors but currently rule the roost until the top line of Intel processors come out.
@ Lugaid: If that is the case, what could be causing the leak and how can it be fixed?
@ Lugaid: If that is the case, what could be causing the leak and how can it be fixed?
#11
Posté 14 juillet 2011 - 07:33
I don't know exactly how the leaks start, but usually it has to do with opening lots of areas with lots of objects. Just try the module without the toolset open, if you still have the animation problem, it must be something else.
#12
Posté 14 juillet 2011 - 08:13
I usually close the toolset before starting the game.
I tried it again and this time, sometimes the character ran and other times, glided.
I tried it again and this time, sometimes the character ran and other times, glided.
#13
Posté 15 juillet 2011 - 01:24
What kind of video card do you have? I have 16 gigs of ram with a 2600k intel as well. I haven't seen this walking around in my real module, just my test module of the single empty area.
#14
Posté 15 juillet 2011 - 07:26
EVGA GTX 570. I haven't upgraded to the latest drivers because some folks have complained of problems. I figured that if I wasn't having problems, I'm better off where I am (if it ain't broke, don't fix it).
#15
Posté 15 juillet 2011 - 01:32
Hmm, I have a 560. Current drivers because I built it like a month ago.
#16
Posté 15 juillet 2011 - 06:40
I built mine about a month ago too. Didn't want to screw it up by updating the drivers when I wasn't even having any problems.
#17
Posté 15 juillet 2011 - 11:04
It seems highly unlikely that it's a hardware problem. I would look at the scripts you've got in the game. Are you applying any custom anims to characters on login? Maybe you've got something imported that's doing it. Either way, scale back the scripts - ie plug in empty stubs on all events - and see if your problem goes away. If it does, then you know it's related to scripts running in the game.
#18
Posté 16 juillet 2011 - 06:02
I'll give it a shot!
The three pieces of cc in this module are Japanese Interiors, SGK's Collision Helpers and Pain's version of Nytir's BCK. It is all model and 2da based (haks and override).
Everything else is vanilla NWN2.
The three pieces of cc in this module are Japanese Interiors, SGK's Collision Helpers and Pain's version of Nytir's BCK. It is all model and 2da based (haks and override).
Everything else is vanilla NWN2.
#19
Posté 16 juillet 2011 - 06:16
Ok. So areas do not have any scripts attached by default (so nothing to remove there). I removed all the scripts in "Module Properties". No luck.
The character starts out running and will continue running so long as you keep him moving. But as soon as you let the character stop moving, when you click to get him moving again, he glides.
I also deleted all the collision helpers to see if that could be it. Didn't help.
The character starts out running and will continue running so long as you keep him moving. But as soon as you let the character stop moving, when you click to get him moving again, he glides.
I also deleted all the collision helpers to see if that could be it. Didn't help.
Modifié par Banshe, 16 juillet 2011 - 06:20 .
#20
Posté 17 juillet 2011 - 01:55
Update: So I replaced the NWN2 folder in My Documents with a clean copy, made a blank module (directory actually) with one area (large exterior) to see if this happened with vanilla NWN2/MotB/SoZ. The news (both good and bad) is that the gliding continued.
Good news because my work did not cause it. Bad news because who knows what did...
Thoughts?
Something else: I ran just fine in "Uninvited Guests" (the module that comes with the game). Could this be due to not baking the area? I can usually test areas no problem without baking...
Good news because my work did not cause it. Bad news because who knows what did...
Thoughts?
Something else: I ran just fine in "Uninvited Guests" (the module that comes with the game). Could this be due to not baking the area? I can usually test areas no problem without baking...
Modifié par Banshe, 17 juillet 2011 - 01:57 .
#21
Posté 17 juillet 2011 - 02:10
I personally think it's something like the timing issue that the CE fixes. Not a hardware issue per se, but some software bug caused by the hardware. Have you tried using the Client Extender? I haven't yet as it's a non issue as I build.
#22
Posté 17 juillet 2011 - 06:15
I have used the CE with this new computer (runs Windows 7 btw) on Sea of Dragons and didn't see this problem there. That is the only playing I have been doing outside of building in the toolset.
So that could be it.
So that could be it.
#23
Posté 17 juillet 2011 - 08:52
kamal you cracked it. No more gliding if I use the CE. Thanks!
#24
Posté 17 juillet 2011 - 10:28
Nice job guys! We have an answer! Maybe Skywing can explain what the problem is that the CE fixes...





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