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#26
Frosty44

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I'm confused. I downloaded the file (thank you), but /Applications/Neverwinter Nights 2/Neverwinter Nights 2.app/Contents/MacOS does not exist in my computer and I don't seem to have any files ending in dylib. Where do I put the file?

Karen

#27
painofdungeoneternal

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Right click on the Neverwinter Nights 2 application, in your application folder. On the mac applications are a special type of folder which is why you can install them just by dragging them to the applications folder.

#28
Frosty44

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Thanks painofdungeoneternal!

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
M. Rieder

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Hi Karen,

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
kamal_

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Hmmm. Given that all mac users seem to be having a problem with M. Reider's adventure, I wonder if there are more adventures Mac users are running into similar crash problems with?

#31
M. Rieder

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Hey, I just had an idea. One of the big differences between TWA1, which no one had a problem with, and TWA2 is the custom music.

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
Kaldor Silverwand

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M. Rieder,

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
kamal_

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Wouldn't be possible to release without the hak. There are community made monsters and tilesets, in fact you see the tileset immediately after the first area.

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
Kaldor Silverwand

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I used NWNPacker to unpack the twa2_hak and most recent twa2_patch hak packs into folders. Then I created a folder named twa2_hak in the campaign folder and copied all of the content of the two hak folders into it. Then I was able to start the campaign without crashing. I didn't have to remove anything, although I am using the version of the module.* files that does not require the hak packs.

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
Frosty44

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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).

#36
Kaldor Silverwand

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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.

I think there is another solution though that doesn't require modifying the module.* files at all, which would mean the toolset (which Mac users don't have) wouldn't be required. I'm going to test my theory out. Also, if I can get NWNPacker to run in a Wineskin then Mac users can fix this problem themselves if the same problem exists for other modules.

What other mods have you had crashes with when loading on the Mac?

Regards

Modifié par Kaldor Silverwand, 01 avril 2012 - 06:08 .


#37
Kaldor Silverwand

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Interestingly the crashes happen even if the hak files only have a placeholder file. So it seems to be a problem with the Mac version loading hak files in general rather than anything having to do with specific content in the hak files.

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
Kaldor Silverwand

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Even more interesting. MoW loads its hak files just fine and even if you copy them and rename them to the names expected for twa2, twa2 still crashes.

#39
painofdungeoneternal

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Hmm that is a very scary issue, i would think redoing the module properties entirely in windows might help. ( I think it's in module.gff, delete that and recreate all the same settings )

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
M. Rieder

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I have an underscore in the .hak file.

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
Kaldor Silverwand

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I already tried renaming the hak files to remove the underscores and it didn't prevent the crashing. I also tried moving the hak files to the Applications hak folder and that didn't work either. So far the only thing that prevents the crashing I've found is eliminating them in favor of a campaign folder with their content.

Regards

#42
M. Rieder

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I have just created a new module that does not have any .hak files associated and I've moved all .hak content into the campaign folder. I'm testing it right now. If it loads up fine, then I'm going to put it in dropbox and post the link here and also PM it to you, Karen.

#43
M. Rieder

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Here it is.

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
Kaldor Silverwand

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The Black Casino module uses 2 hak files and it works on the Mac without crashing. Its hak files also contain underscores, so I don't think the file names are the issue.

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
Frosty44

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Kaldor, thanks so much for the help and hopefully solving the problem! Nobody has been able to figure it out and I know other authors have tried!

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
Kaldor Silverwand

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After many many crashes I have figured something interesting out. If you remove areas 202 and 212 from the module then it will not crash. But you have to remove both of them, either alone is not sufficient.

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
Frosty44

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You guys are fantastic! It worked!!! I am playing chapter 2 and am up to the top level of the dungeon with just the master's door to go. Everything is working perfectly - the only problem I had was that I'm dumped to the desktop if I try to reload a saved game. But, what the hell, that's ok with me - I just restart and it's probably NWN2 anyway. It's certainly not a big deal.

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
M. Rieder

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Fantastic, glad it works.

#49
Fnast

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Hi, Matt & Kaldor,

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
kamal_

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Still an interesting problem. If there's something we can do as builders to prevent the issue, the more people can enjoy it. Kaldor says two areas seem to be causing the crash, yet moving things out of the hack has also made it playable without the instant crash. I wonder if there's going to be crashes when they reach those problem areas?