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Q placeables.2da issue


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15 réponses à ce sujet

#1
Leurnid

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I am posting here and not at the project Q support forum because I am still waiting for approval there.

The Q placeables.2da file is missing line numbers 1546 thru 1555, and what should be line 979 is labeled 989 (there is also a line 989 on the correct line). I know that the line number does not effect the functionality of the 2da, but it does cause my 2da editor to bork up, and being an anal-retentive engineering type, I can't ignore it.

I fixed 979 in my top hak, and padded 1546 thru 1555. My concern is that perhaps 10 delcious Q placeables got lost because the placeables.2da got compromised at some point.

#2
henesua

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i'll look at this when I have a chance, but oddly, I have not noticed a problem on my end. Perhaps my 2da editor is more forgiving.

#3
Daijin

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Has happened and been reported before. Thought it was fixed last i checked.

#4
SHOVA

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I hate to be the one to tell you, but the Q placeable 2da is numbered correctly. Either you have not updated the Q, and have a old error that has been fixed, or your 2da editor is messed up.

#5
Leurnid

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hrm... when I loaded it up after padding and fixing that line number, my top hak models blanked out and the 'Door Boards' appearance was swapped out for 'Market Stall 7'... I am going to dl the Q placeable for a 'clean' copy and double check to see if the gap in the number wasn't something I did, but considering all I did was pad a few numbers in and tweak one line # that NWN allegedly ignores.

#6
Leurnid

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SHOVA wrote...

I hate to be the one to tell you, but the Q placeable 2da is numbered correctly. Either you have not updated the Q, and have a old error that has been fixed, or your 2da editor is messed up.


I just DL'ed the *latest* Q files and examined it in NWN Explorer, the numbering error is in the Placeables.2da in the latest Q download.

#7
Leurnid

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I was under the impression that the line numbers were irrelevant, as NWN ignored the first column anyway... so why did padding 10 *missing* lines into the file cause the blueprint for everything past it to slip 10 slots?

Modifié par Leurnid, 05 avril 2012 - 09:47 .


#8
Zwerkules

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If the lines had been there but had been numbered incorrectly, it wouldn't have mattered, but by adding those ten lines you moved all the other lines after them. No matter what their numbers used to be, the actual line number they are at now is ten higher than it used to be.
The blueprints reference the models by line number and that line number is the real line number, not whatever is written in the first column. The first column is ignored, it just makes reading the file easier.

#9
Leurnid

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I am going to move the pad (in my 2da) from where the line number mismatch occurs to the end of the Q placeables so the Q blueprints are all pointing to the right locations. So however the project Q team resolves it, my entries are still on the correct line numbers (starting line 5000), numbered correctly, and not in their reserved block (which they technically were before I caught the line number mismatch).

Modifié par Leurnid, 05 avril 2012 - 11:21 .


#10
SHOVA

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After opening and looking at the Q placeables 2da, in both notepad, and the Codi Custom Content helper, there are no errors in the number lines that you listed. Probably its a problem with your 2da reader, NWN Explorer or your addition content 2da, or a by product of your adding content to the Q 2da. Line # can be changed in notepad, and renumbered, Copy/paste probably the culprit.

You may have experienced something like my NWN Toolset script boggle, with win 7, the script cuts off the right side of the code, it is there, but unless highlighted cant be seen. It also renumbers the code lines when I scroll through to fast. (its a video card driver issue) It doesn't actually renumber code lines, it just hangs up as they scroll by.

Good luck!

#11
Leurnid

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SHOVA wrote...

After opening and looking at the Q placeables 2da, in both notepad, and the Codi Custom Content helper, there are no errors in the number lines that you listed. Probably its a problem with your 2da reader, NWN Explorer or your addition content 2da, or a by product of your adding content to the Q 2da. Line # can be changed in notepad, and renumbered, Copy/paste probably the culprit.

You may have experienced something like my NWN Toolset script boggle, with win 7, the script cuts off the right side of the code, it is there, but unless highlighted cant be seen. It also renumbers the code lines when I scroll through to fast. (its a video card driver issue) It doesn't actually renumber code lines, it just hangs up as they scroll by.

Good luck!


I Downloaded a virgin copy of the latest file from Project Q's website, and reviewed it in Notepad, Excel, and NWN Explorer.  I have made no changes to the project Q files.

I assume you have downloaded a copy from the development side of the project Q site (where I cannot get files from), or you have a copy that was DL'ed prior to the error being instantiated in the file. Regardless, the error exists in the 2da file available now.

I am not adding anything to the Q Placeables.2da, I exported it for a top-hak. I am saving nothing back to the Q files.

Modifié par Leurnid, 06 avril 2012 - 05:09 .


#12
Leurnid

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Ok, for giggles, I fired up my old XP notebook, which had a dusty old copy of NWN from about 10 years ago when I first got it, and DLed the Q file, exported the placeables 2da file, and then DL'ed and installed the CODI custom content tool, and opened the placeables 2da file...
978	Clutter_Box_DrkWood	****	pmi_m02	****	****	****	****	12	1	0	****	****	1
989	Potted_Plant_Tree	****	pmi_m03	****	****	****	****	19	1	0	****	****	1
980	Potted_Plant_FlowerYllw	****	pmi_m04	****	****	****	****	19	1	0	****	****	1
981	Potted_Plant_FlowerPnk	****	pmi_m05	****	****	****	****	19	1	0	****	****	1
982	Potted_Plant_FlowerRed	****	pmi_m06	****	****	****	****	19	1	0	****	****	1
983	Clutter_MIsc_Note	****	pmi_n01	****	****	****	****	17	1	0	****	****	1
984	Clutter_MIsc_Paper	****	pmi_n02	****	****	****	****	17	1	0	****	****	1
985	Shelf_Small	****	pmf_s04	****	****	****	****	17	1	0	****	****	1
986	Gallows_Scaffold	****	pml_j01	****	****	****	****	****	1	0	****	****	1
987	Gallows_HangedMan	****	pml_j02	****	****	****	****	****	1	0	****	****	1
988	Stocks	****	pml_t01	****	****	****	****	26	1	0	****	****	1
989	Rack	****	pml_t02	****	****	****	****	26	1	0	****	****	1
990	Whipping_Post	****	pml_t03	****	****	****	****	26	1	0	****	****	1

As you can see, according to the CODI editor, line 979 is labeled 989, and line 989 is labeled 989. Of course, that is a non-issue, but I wanted to show that this error is consistent across platforms using the current files from the Project Q website....

Now for the real problem:
1543	"Lever, Floor 1"	****	psw_f01	****	****	****	****	29	1	0	****	****	1
1544	"Lever, Wall 1"	****	psw_w01	****	****	****	****	29	1	0	****	****	1
1545	"Lever, Wall 2"	****	psw_w02	****	****	****	****	29	1	0	****	****	1
1556	"Sign 8"	****	psi_j04	****	****	****	****	17	1	0	****	****	1
1557	"Mushroom, Toadstool 1"	****	pnm_f03	****	****	****	****	18	1	0	****	****	1
1558	"Mushroom, Toadstool 1 Group"	****	pnm_f04	****	****	****	****	18	1	0	****	****	1

As you can see, the lines between 1545 and 1556 are 'missing'. Now it could be that the line numbers were simply skipped, or maybe 10 lines of Q placeable goodness were omitted. I have no way of knowing, but what I do know is that this problem is consistent across platforms using the current DL of the Q_2da.hak file.

Make of that what you will.

#13
henesua

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Its most likely simply an aesthetic issue for someone reading the 2da.

For it to be more than that there would have to be game resources that need the "missing" items. I don't see evidence that that is the case.

One way to try to determine this is to examine the placeables from the Q erf. If any of them have appearance problems then yes, there are likely some rows missing from the Q placeable 2da.

This is otherwise much ado about nothing. Its the actual index that matters, not the number in the 2da. The number in the 2da that you are looking at is NOT an index. Its just there to help you as you do your 2da editing.

#14
Leurnid

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I agree, it is probably aesthetic (unless the missing lines are missing with data). When Project Q drops their next bundle of content though, it would be nice, for propriety's sake, to fix those line numbers, ideally, to maintain backward compatability, they should adjust the 'cosmetic' line numbers and keep on as if nothing happened. That is how I am going to proceed. The reason I bring this up is because 1. I am anal-retentive and like everything to be 'right', and 2. I want my solution *now* to match their solution *whenever* so I can avoid a bunch of messy repair of blueprints for my erf and top-hak.

Modifié par Leurnid, 06 avril 2012 - 07:34 .


#15
_six

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Feel free to change the internal numbering in your 2da file. Don't move any lines around, though, as those numbers are entirely for show whilst translation of the lines around is going to break stuff (which is why we won't do it).

Though, honestly, this is an "if we remember when we can be bothered" type of fix as it has no practical implications for placeables.2da. If it were possible to change placeable appearance via script like creatures it'd be a different story, as it's entirely possible the 2da line numbers would be used as a reference.

If it helps, as I recall the CODI 2da editor includes automatic line number correcting. Failing that I might end up doing something silly like writing another tool to do it automatically (me and my job-specific tools).




Edit:

Just looked up my 2da file and I see not these errors. Quite probably it was fixed by someone else already (guessing you can probably thank pstemarie) B) So yeah, discount most of what I said. I can now confirm though that it's just a numbering issue.

Modifié par _six, 06 avril 2012 - 08:00 .


#16
Leurnid

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Thank you all for your patience!