Custom module crashing
#26
Posté 31 mars 2012 - 01:37
Karen
#27
Posté 31 mars 2012 - 03:49
#28
Posté 31 mars 2012 - 05:15
Well, the file was already there. I don't know why it didn't show up in a search, but obviously that's not the problem.
#29
Posté 31 mars 2012 - 12:35
Were you ever able to try the wineskin solution that Kaldor suggested? If you can't try that one or if that one didn't work, then I'm going to make a new lobby for you to see if that is the problem, since that is the first area and the one that your machine seems to be sticking on.
Modifié par M. Rieder, 31 mars 2012 - 12:36 .
#30
Posté 31 mars 2012 - 01:12
#31
Posté 31 mars 2012 - 03:44
Try this:
Move all the music files out of the music folder. All my music files start with TWA2. Make sure you save them somewhere.
#32
Posté 01 avril 2012 - 02:21
By testing I've determined that the problem is not the opening area or the music. The problem is in the hak file. If I use the toolset to remove the hak files (both, not just the patch) then it seems to work fine.
So, the question now is, what do you have in the hak files that might not be Mac compatible? I don't use hak files myself, so it may take me a little while to narrow it down further. In the meantime, is there something critical in the hak files? Because if not then you could just upload versions of the module.* files (maybe just the module.jrl, but I don't know) modified to exclude the hak files for Mac users for the time being. That way they can at least play it.
Regards
#33
Posté 01 avril 2012 - 02:38
I took a quick look and the only unusual file types in there are .gr2 (granny files for community made monsters), and .spt (custom trees). The rest is the usual assortment of mdb, dds, etc. Try removing those unusual file types with nwn2packer.
#34
Posté 01 avril 2012 - 03:31
Since there are over 3000 files in the hak pack for this campaign, my suggestion is that the author offer Mac users the modified module.* files and a hak folder that contains all of the files from the haks. Then they can just add that folder to the campaign's campaign folder "The Wizards Apprentice II" and add the hakless module.* files into its module folder "TWA Chapter 2". Of course this would have to be tested, but I don't think there is any reason why the hak content will not work by putting it in the campaign folder. And this eliminates the crashing.
I also tried removing the 519 *.gr2 and *.spt files from the hak and repacking it. However that didn't eliminate the crashing.
Regards
Modifié par Kaldor Silverwand, 01 avril 2012 - 04:03 .
#35
Posté 01 avril 2012 - 04:17
Kaldor, thank you for going to all this trouble! And I volunteer to test the mod - I'd be happy to do it! Btw, what are "modified module.* files?"
A big thank you to all of you for the work you're putting into this. I'm keeping my fingers crossed and hoping that if you find a solution it will also work on the other mods we can't use (supposing the creators are willing to make the necessary changes, and I think a lot of them would be - the ones I've been in contact with seem to be very nice and more than willing to try to help).
#36
Posté 01 avril 2012 - 05:14
Frosty44 wrote...
Kamal, there are a few other mods that I can't play (previously mentioned) so this isn't an isolated case, but most of them work. In any case, I don't have the pc version so using wineskin isn't an option for me.
Kaldor, thank you for going to all this trouble! And I volunteer to test the mod - I'd be happy to do it! Btw, what are "modified module.* files?"
A big thank you to all of you for the work you're putting into this. I'm keeping my fingers crossed and hoping that if you find a solution it will also work on the other mods we can't use (supposing the creators are willing to make the necessary changes, and I think a lot of them would be - the ones I've been in contact with seem to be very nice and more than willing to try to help).
I don't know why having files in a hak would cause a problem but having them in the campaign folder works. I was surprised by that. I expected that putting the files into the campaign folder would just make it easier for me to figure out what was causing the crash.
When you use the toolset to update the module properties and remove the requirement that hak files be present it updates the files in the module directory that are named "module.*". As it is now the module requires the hak files be present, so if you don't have them it will refuse to start and if you do (on the Mac) it will crash.
What other mods have you had crashes with when loading on the Mac?
Regards
Modifié par Kaldor Silverwand, 01 avril 2012 - 06:08 .
#37
Posté 01 avril 2012 - 06:06
I have been able to get NWNPacker running in a Wineskin. But since it requires the Windows-only NWN2 Toolset to remove a module's dependency on hak files and substituting empty hak files doesn't help, it will require someone with Windows NWN2 to fix these issues for Mac users. Without access to the NWN2 Toolset Mac users cannot fix it for themselves.
Regards
Modifié par Kaldor Silverwand, 01 avril 2012 - 06:07 .
#38
Posté 01 avril 2012 - 06:22
#39
Posté 01 avril 2012 - 07:34
Is there any special or odd characters in the names of the hak uses, like a space or the like.
Modifié par painofdungeoneternal, 01 avril 2012 - 07:36 .
#40
Posté 01 avril 2012 - 08:05
twa2_hak.hak and
twa2_patch.hak
I can make a new version of TWAII that doesn't use any haks and all the hak information is in the campaign folder.
@Karen:
I'll make the hak-less version as soon as possible. I'll put it in dropbox and then post the link here and then in the vault version. I hope it won't take long. I may have it up tonight - late.
Modifié par M. Rieder, 01 avril 2012 - 08:05 .
#41
Posté 01 avril 2012 - 10:06
Regards
#42
Posté 02 avril 2012 - 12:16
#43
Posté 02 avril 2012 - 01:50
TWA2 no-hak version
I loaded it up and tested the first few screens and everything appears to be in order. I've never done this before so I can't vouch for the whole thing. A full playthrough takes about a week for me and I figured you didn't want to wait for that, so here it is.
What you have in this archive is a copy of the module folder and the campaign folder. Follow the installation instructions that come with the module except for the .hak part. You can install the .hak and it won't break anything, just take up space in your hard drive. You still need to install all the other files such as music for everything to work.
Let me know how it goes. If it works, I'll consider putting a link on the download page for other mac users. Best of luck!
#44
Posté 02 avril 2012 - 02:10
I've also tried taking the spaces out of the module name and that didn't prevent the crashes.
And I tried renaming the hak files to take out "hak" and replace the suffix with HAK, but neither of those helped either.
I also tried running it as a module rather than a campaign, and saving it as a .mod file rather than a directory. Neither of which prevented the crashing.
It remains a mystery to me as to why the Mac doesn't want TWA2 to use hak files.
Glad we have a workaround, but I'm irritated that the cause has eluded me.
Regards
Modifié par Kaldor Silverwand, 02 avril 2012 - 02:27 .
#45
Posté 02 avril 2012 - 03:53
The other mods I couldn't play are Conan Chronicles 2 - The Zamorian Chronicles, Trinity, Tears of Ilmarid 2, White Plume Mountain (I could only get to a couple of places, but at least it loaded), and Ebha. I think there were some others, but I don't remember which ones.
Matthew, you're an angel! I'm downloading the new campaign as I write. I'll try it out and let you know asap. Thank you!!!
Karen
Modifié par Frosty44, 02 avril 2012 - 03:57 .
#46
Posté 02 avril 2012 - 06:05
I thought initially that it could have to do with the combined sizes of the hak files and the module content, but eventually I isolated it to these two areas. In fact, if you remove all of the other areas except the lobby, 202, and 212, reducing the module size to only 108 MB it still crashes.
So, there is something unique about these two areas. Why copying the hak file content into the campaign folder would resolve this I cannot fathom. Nor do I have any idea what might be unique about these two areas.
Regards
#47
Posté 02 avril 2012 - 10:20
Matthew, I think it would be great if you put this up for Mac people to play. When I finish I'm going to see if I can convice other creators whose mods are a problem to do the same thing for us Mac users.
Thank you both again! Kaldor, you are a computer game genius and Matthew, thank you so much for continuing to try to make this work!
Oh, before I forget - I'm loving it!
Modifié par Frosty44, 02 avril 2012 - 10:22 .
#48
Posté 02 avril 2012 - 12:19
#49
Posté 02 avril 2012 - 05:30
Just tried it out--Woot! Rapturous joy! I was was able to meet and team up with my barbarian companion, and saved the game at that point. It reloaded for me with no problem. However, I find that when exiting the game, it either crashes to the desktop or freezes entirely, so not quite all is well. It appears good enough to play though, so major kudos to you both! I am very thankful for your efforts to troubleshoot and fix this. Now I have hope that North of the Moonsea, Conan Chronicles and a few other modules with similar problems may have similar fixes!
Thanks for your quick responses and dedication to craftsmanship. I'm midway through PJ156's The Last Days of the Raven at the moment, but will play through TWA2 as soon as I'm through that wonderful series. Your series and his have been the most entertaining story-driven modules on the vault that I've played in several years. I'm so glad I'll be able to see the rest of yours!
Thanks again!
Dan
#50
Posté 02 avril 2012 - 06:24





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