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Can't walk in the game?


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14 réponses à ce sujet

#1
Premier2k

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I've just come back after a year long break from NWN2 and after running through the campaign I'm getting back into building my own adventures.
After spending a while getting used to the toolset again, I've run into a problem I can't seem to fix. When I launch my module, (I'm in a cave), I can't walk using the mouse. I can use WASD although the character only wants to move in 1 direction or sidestep.
I have baked my area several times and I'm guessing there is something trivial I've done wrong but I just can't figure it out!

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#2
MasterChanger

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I'd start by opening the area in the toolset and viewing the walkmesh. There's an option to view the walkmesh in the toolset. Turn both that and the View Baked option and you should be able to see what's going on.

Once you've done that, come back and report the results. :)

#3
PJ156

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Your walkmesh may look good but check that your start location is inside the baked area. If it's outside you might see what you are seeing.

I did that once took me while to work out Image IPB

PJ

Modifié par PJ156, 01 janvier 2012 - 11:39 .


#4
Premier2k

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From what I can see, it looks ok. But then I could be wrong as it's so long since I did this. I'll try and post a screenshot

#5
Premier2k

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Picture should be here: http://imageshack.us...es/10/nwn2.png/

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#6
Morbane

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check your game settings - your walkmesh looks fine.

#7
Premier2k

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Morbane wrote...

check your game settings - your walkmesh looks fine.


Hi Morbane,
Which settings should I be checking for?

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#8
M. Rieder

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I've never had this problem or heard of theis problem before. The cave tileset is solid and i don't think there are any bugs. Do you have any placeables in the area, like the overhead roots or something. If you do, they may be baking into your area and creating invisible obstacles.

Another possibility is a strange bug that has been reported occasionally in which the tooles "remembers" old tiles that were laid down on a locateion instead of the current tile that is there. I think the solution was to re-tile the problem areas.

If those don't help, I would create a little test area with the cave tileset to see if the problem lies in any game settings.

From the looks of the area, there aren't many placeables,so the quickest solution may be to just re-do the area. When I have to re-tile an area (and believe me, I have... big ones) I make the new area, lay down the tiles, then copy all my objects from the other one in big blocks. That makes the whole process much quicker.

One last thought, when you did the screenshot with the walkmesh showing, did you have the "baked" button selected as well? If you don't have the "baked" button selected, you will not get an accurate picture of the walkmesh.

Hope this helps and welcome back.

#9
Premier2k

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Hi M. Rieder,

Now you mention it, I did "overlay" some tiles without deleting the previous ones underneath. I do recall this bug now. I'll delete the tiles and start from scratch.

I'll let you know how I get on so that others with the same problem know the resolution.

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#10
Premier2k

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ok, promise not to laugh guys......:D
I found the problem.....I redid the area by deleting all the tiles and rebuilding. That didn't work so I created a new area with a different name and laid it out again, still didn't work.....
I then discovered for some reason I was on character mode..........instead of exploration mode which I usually use........:lol:

Sorry for wasting your time but thanks for all your help!
It's good to be back again!


Quick question though, I seem to recall using directory mode for my saves but for the life of me I can't remember why, can someone shed any light on this? Was it down to saving issues?

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#11
M. Rieder

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Directory mode appears to be more stable during saving the module. This is critical because I have noticed that when I modded in file mode, when the toolset crashed during saving, it corrupted the file. In directory mode, I have far fewer crashes and even if it does crash during a save, it does not seem to corrupt the file. You also have the added benefit of being able to open up the directory and look at the individual game files, which can be helpful.

#12
Clyordes

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I've heard different opinions about the best mode to use, but personally, I noticed way too frequent crashes when I was working on Goldenspire in .mod mode - always on saving the module.

Once I switched to .dir mode instead, the crashes stopped straight away, so I always use it now.

Occaisionally I'm tempted when bug testing to work in .mod mode to save having to convert to a .dir to work on & back to .mod to test (I've heard that a module should be playable in .dir mode, but for me it just seems to hang on loading the mod - or maybe I'm just really impatient!.

However - almost every time when I tried this in Reptile God, the thing crashed after a couple of things had been changed when saving the mod, and a few errors crept in with things like walkmesh cutters :-(

One thing I've noticed though - in Lichway - which is way smaller than Reptile God or Goldenspire - I can work in .mod mode without any crashes - so maybe the size of the module makes a difference.

Hope that helps in some way.

Happy building!

Cly.

#13
Morbane

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Premier2k wrote...

ok, promise not to laugh guys......:D
I found the problem.....I redid the area by deleting all the tiles and rebuilding. That didn't work so I created a new area with a different name and laid it out again, still didn't work.....
I then discovered for some reason I was on character mode..........instead of exploration mode which I usually use........:lol:
Premier2k


Those were tyhe setting I was referring to - sorry for the late answer :)

#14
Morbane

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Clyordes said...
One thing I've noticed though - in Lichway - which is way smaller than Reptile God or Goldenspire - I can work in .mod mode without any crashes - so maybe the size of the module makes a difference


Definitley - cramming too much data into a .mod file is sure to cause problems such as crashes and corruptions. I use dir mode religiously - it is very conveinient to be able to copy a single file into the dir than to create a erf and add 3 times as meny stepps to the process.

Modifié par Morbane, 05 janvier 2012 - 08:30 .


#15
Premier2k

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Clyordes wrote...

Occaisionally I'm tempted when bug testing to work in .mod mode to save having to convert to a .dir to work on & back to .mod to test (I've heard that a module should be playable in .dir mode, but for me it just seems to hang on loading the mod - or maybe I'm just really impatient!.


It's interesting you should say that,if I save in Directory mode and then run the mod through the toolset it hangs on "Loading Module", I've left it for an hour before and it does nothing. Now I just keep NWN2 open in the background on the main menu and Alt Tab to it when I want to test the mod.

Glad I'm not the only one who has that problem. I used to have the same problem a few years ago with a different computer and different discs, so it's not my computer as I originally thought it might be.

In fact, I'm not even using discs now, I re-downloaded through Steam.

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