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New toolset database pre-release - should fix the plot GUID bug


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#1
BryanDerksen

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We're closing in on being able to release a new toolset update and it will include a new copy of the core resources that don't have bad plot GUIDs causing the main game to break. Considering the nasty effects that bug had when we first released the toolset we figured that to ensure we don't get bitten a second time we'd do a test release of just the database.

Note that this isn't really a 'beta' test or anything comprehensive like that, we're just putting out the new core database to allow it to be checked over and used a bit. Anyone who wants to take a stab at it should apply to join the "toolset core database" group (http://social.bioware.com/group/721/) and you'll get access to a project you can download the new database backup file from.

We're 'hiding' it this way simply to ensure that anyone who wants to test it comes to it with deliberate intent and full awareness of what they're going to be tinkering with. There's nothing really new or interesting here beyond that. If testing goes well and there's still a little while before the new toolset comes out we'll open it up to non-group members too.

http://social.biowar...kup_and_restore has information on how to back up and restore copies of your database, which can also be used to install the new database's backup file.

Modifié par BryanDerksen, 10 décembre 2009 - 11:06 .


#2
Allan Smith

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Just to clarify this a bit. This database has proper GUIDs in it, so if you export things from core, they no longer mess up your game. This will NOTclean up already corrupted save games, it just means that if you export from the toolset, subsequent savegames will not be corrupt, and the game should continue to work as it should.



As stated in other posts, we are waiting on game patch 1.02 before releasing another toolset patch, we are kind of tied to it. That patch is taking longer than expected, so this is an attempt to get you some help in the meantime.

#3
JasonNH

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Much appreciated. In!

#4
Adaram

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Awesome! Thanks, Bioware!


#5
J.O.G

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Does this bug only affect the modder's game when he exported core plots for some reason, or will newly created plots used as flags in mods also cause damage? (and if so, on the mod-user's game as well?)

Modifié par J.O.G, 02 décembre 2009 - 09:29 .


#6
BryanDerksen

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The plot GUID bug only hits core plots that are already present in the retail version of the game. Basically, the database we sent out with the toolset had plot GUIDs that were different from those in the retail version, which meant that if you exported them you'd override the ones in the main game and the main game's scripts wouldn't recognize them any more.



Note that core resources can wind up being exported even if you're working on a stand-alone module, so if you're playing the main campaign at the same time you should take care to clear the core override directory whenever you play the main game. Other than that it shouldn't have an effect on your work.



See http://social.biowar...p/Plot_GUID_bug for more details about this bug.

#7
Joshua Raven

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Great work, nice to see a pre-release and also nice to know we are getting closer to a new game AND toolset patck. Awesome news for both the gamers and the modders alike :)

#8
Asher Ravenheart

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The bug "Unable to Connect to Database" is correct?

#9
BryanDerksen

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This particular database release doesn't address any of the issues that could give rise to the "unable to connect to database" error, no. The upcoming toolset release will hopefully address many of them, however.

#10
Asher Ravenheart

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Ok, thanks

#11
FalloutBoy

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BryanDerksen wrote...

Note that core resources can wind up being exported even if you're working on a stand-alone module, so if you're playing the main campaign at the same time you should take care to clear the core override directory whenever you play the main game. Other than that it shouldn't have an effect on your work.


Is that statement still true even with your fixed database, or does this fix all known issues where the toolset corrupts the normal game?

#12
BryanDerksen

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This database is intended to fix the known issue where the toolset corrupts the normal game via broken plot GUIDs in the core resources, so you should no longer have to clear the core override directory after exporting non-single-player-related resources.



Note that it's still quite possible to corrupt the normal game via stuff you do in the toolset, but it should no longer happen unintentionally. If you deliberately mess with core resources I can make no guarantees that they'll still work correctly with the existing main campaign. :)

#13
conorrrr

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Never mind one of my older saves suddly fixed itself (didn't work first time I tried it, tried it once more and bam)

Only lost 4 hours of play, most of which was watching TV, no biggy <3.

Modifié par conorrrr, 03 décembre 2009 - 12:07 .


#14
JasonNH

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Okay, so I did a database restore with the one from the project, created a new module and did some exports to it, ran it in game, then went back to my Origins game for an hour and had no issues. So far so good!

#15
Proleric

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Great news.

#16
Tikigod60

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Count me in as well, had been using the toolset for afew weeks and hadn't noticed any problems untill I tried speaking to Sten and having his conversation revert back to pre-join and warping me to the stages coordinates in the middle of a cave wall. :)



Will be good to see if using this, it will allow me to continue working on my own module whilst still enjoying the original game.

#17
Adaram

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New Database Bug Encountered

Short Version
Restored new database, in the OC, broke my conversations with Shale for all saved games starting December 1, 2009.  Saved games prior to that date *seem* fine.  This problem started when i restored the new database, and continues to persist even after I restored my previous backup.

Steps to reproduce


  1. Backed up my database as per toolset wiki instructions

  2. Downloaded new DB off social site project

  3. Restored that DB per the toolset wiki instructions

  4. Went into the main campaign and loaded my most recent save (7:30am 3/12/2009)

  5. Conversation with Wynne seems normal

  6. Grumpy Oghren still won't talk to me but now his skin is crawling rather than him accusing me of wasting time -- all good.

  7. Shale, OTOH, has reverted back to the original conversation :(

  8. Exited game and restored my old database

  9. Went back into latest save and Shale conversation was still broken

  10. I went back to an old save (shortly after getting Shale) -- conversation with Shale is fine

  11. Started working through Save Games and determined that all saves prior to Dec 1 are fine, and all saves since Nov 30 are broken



I have not tested exporting from the toolset since I don't want to further complicate the issue.  I am happy to email files or whatever you might need to help track down the issue.

I really wouldn't prefer to lose 3 days of saved games, if that is possible. :)

Modifié par Adaram, 03 décembre 2009 - 02:51 .


#18
TimelordDC

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Adaram, I don't think that bug is tied to this pre-release.



Just having a resource database doesn't affect the game in any way. Its only when you export core resources do the problems with the campaign start occuring.

Since this happens with your previous saves with your backed up resources, I suspect that your saves were already corrupt.

#19
BryanDerksen

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Yes, unless you clicked on "export" at any point in that sequence of events I don't see how restoring the database could have any sort of direct impact on the game. The database is a toolset-only repository of information.



If this is a plot GUID issue my guess would be that you had exported something from the old database before switching to the new one and that exported stuff was still sitting in the core override directory. Check to see if there's anything in there, if there isn't then this might not even be related to the toolset in any way.



However, this sounds similar to a bug report we got a little while back with the same symptoms - Shale "forgot" it had been recruited and reverted to the original conversation. In that case it seemed to be a result of a transient decryption problem with the DLC and the best we've come up with for fixing it is to revert the last good savegame. I'll ask you for you to send us your savegames and maybe we can get a better handle on that one this time, if this really is another example of the same bug.

#20
Adaram

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It's quite possible that the bug existed prior to the new database. I really haven't "spoken" to Shale since before the last good saved game (too busy with darkspawn in the deep roads!!).



My last toolset activity happened prior to my last GOOD saved game, and I didn't do any exporting during that session (as best I can tell from looking at the toolset log and memory). So I had one good saved game since my last toolset activity, and then the following one (almost a day later) was the first bad one.



Sent the information on to the email that you left me, Bryan.



Any chance that someone knows a way to fix this issue without me having to revert to saves from Nov 11? I am comfortable with SQL so if I need to change a GUID value or some such, just tell me how and I will likely be able to do it.



Thanks for the support.


#21
TimelordDC

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If the problem is with the transient DLC decryption, I am not sure if it will be fixable.



If the problem is due to incorrect Plot GUIDs, you can try the following -

- import the database pre-release linked to in this thread

- export out a module (I think the demo module should suffice) along with the core PlotGUIDs so that they are present in the override folders

- load the saved game and check.



Since save games appear to be reading from the override directories first (the reason behind the Plot GUID bug), this should put the correct Plot GUIDs in the override folder and the save games should be able to pick those up.

#22
Adaram

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I don't suppose trying that can hurt anything, unless anyone thinks it would be valuable to leave things "as they are" while Bioware looks at my data to see if it is the Transient DLC encryption error?



I'll wait a bit for responses. Thank you very much for your support and thoughts, TimelordDC!!


#23
Adaram

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Well -- that was interesting.



I restored the new database back again.



I went into game and loaded my most recent save.



I spoke with Shale, and he is still broken. More interestingly, the act of speaking him actually transported my party from deep in the Deep Trenches, back to the bridge you first encounter in the deep trenches. Even at the new location, my discussions with Shale were busted.



Now that seemed really odd to me. So I went end deleted the stuff from my core/override folder, and retried but had the same result. Although it did teleport me, none of the mobs reset, etc., so it was just a relocate, not an area reset!



Hmmm... not looking good. When I get a few minutes, I will try creating a blank module and doing an export, rather than just exporting one area from the Demo Database (after restoring the new database again, that is).



Does any of this impact anyone's thinking?


#24
BryanDerksen

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What's happening there is that, since the conversation is being triggered in the wrong area, the stage the conversation wants to use isn't present. So the game doesn't know where everyone's supposed to stand and defaults to putting them at 0,0,0. In the case of the Dead Trenches that puts you on the bridge. For an outdoor area, you'd wind up at one of the corners of the terrain mesh.

#25
Adaram

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Ahh -- that makes sense ... thanks.



So -- any way to "backdoor" fix this problem? I am comfortable with SQL so if I can do an UPDATE, INSERT, or whatever to my DB to fix this, that would be great!