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Hang when loading module.


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#1
kamal_

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I've been working in my test area, and with everything I was working on working, put the scripts and such back into the real module. I went to try it out in the real module, and it hangs when loading.

All the areas load, I get the message for x out of x areas loaded. Then I get the message "unloading module...", then "loading module..." and it hangs at that point. I get slightly different behavior if I load the campaign via the game, or select load module from the toolset. Load module causes an outright crash, starting a campaign causes a hang.

As a test, I exported my areas into five groups, and trying an empty module with each group seperately allows the game to start. I then added a second group, and got the hanging behavior again. However it didn't seem to matter which groups I used. All scripts, conversations, vfx etc are at the campaign level, so the module only contains the files for the areas.

I didn't add any areas since the last time I played the real module, so I didn't go above any limit on number of areas. I did do a few edits to the existing areas, mostly adding triggers running scripts that are tested to work.

As another test, I took my five groups of areas and made each a seperate module in a campaign. Organized that way, the campaign started (though my transitions that would be module transitions in this organization don't work of course, so I couldn't test every module).

My override folder is empty. No changes have been made to the hak file since I previously tested in my real module.

Ideas on finding the cause of the problem, so I can test in my real module again?

Modifié par kamal_, 31 octobre 2012 - 12:58 .


#2
Lugaid of the Red Stripes

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I think it's choking when the PC is actually loaded into the start area, so check your start location, and maybe anything funky going on with area load, on-client-loaded, or the spawn (and perception) scripts of your placed creatures.

Looking at your experiments, it might be something more complicated, like multiple objects with the same tag in different areas causing a script problem. I guess you could start with those triggers, if that's the last thing you changed in the module.

#3
Lance Botelle

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Hi Kamal,

The start location was my first guess as well. Did each area have its own start location prior to being imported?

Then there may be something in a "module" or "area" load script.

Lastly, check for an unterminated loop. I believe I had a function that looped for something once (that I had failed to terminate) and this caused similar behaviour to what you are seeing. I think I too had not seen the problem until I was adding the area to a number of others.

EDIT: Debug by commenting out all loading/spawning scripts and adding back one by one.

Keep us updated.

Lance.

Modifié par Lance Botelle, 31 octobre 2012 - 07:51 .


#4
kamal_

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I've ruled out the start area. I made a new empty one and commented out my module load. Still crashed. I've removed all my areas, except one of start in, still crashing.

I also discovered I have some areas that now crash the toolset when I try to open. But even weirder my test module now crashes.

I also tested by removing all blueprints and scripts from the module, still crashed.

I need someone to test this, see if they can start the test module.
dl.dropbox.com/u/3879894/sh_crimmor.hak
dl.dropbox.com/u/3879894/testing_campaign.7z
dl.dropbox.com/u/3879894/testing_module.7z

Modifié par kamal_, 01 novembre 2012 - 12:09 .


#5
Lance Botelle

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kamal_ wrote...

I've ruled out the start area. I made a new empty one and commented out my module load. Still crashed. I've removed all my areas, except one of start in, still crashing.

I also discovered I have some areas that now crash the toolset when I try to open.



Hi Kamal,

If you want to upload the area for me to test in my toolset/game, do so and I will test it my end - and see if there is anything I can see for you.

Lance.

#6
Guest_Iveforgotmypassword_*

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I downloaded it but it wouldn't start when I selected the campaign no crash just frozen and I couldn't open the mod with the toolset as it's in a folder not the normal module thing. If this is something to do with directory mode then I'm clueless because I never use that and wouldn't know where to start to open it.

Sorry about that and I hope you get it sorted soon and the thief can continue with his dodgy dealings.

#7
Lance Botelle

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kamal_ wrote...

I've ruled out the start area. I made a new empty one and commented out my module load. Still crashed. I've removed all my areas, except one of start in, still crashing.

I also discovered I have some areas that now crash the toolset when I try to open. But even weirder my test module now crashes.

I also tested by removing all blueprints and scripts from the module, still crashed.

I need someone to test this, see if they can start the test module.
dl.dropbox.com/u/3879894/sh_crimmor.hak
dl.dropbox.com/u/3879894/testing_campaign.7z
dl.dropbox.com/u/3879894/testing_module.7z


Hi Kamal,

I have just downloaded them and am taking a look now. I will report back when I find anything.

Lance.

#8
Lance Botelle

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Hi Kamal,

UPDATE: No problems foud once I allocated teh start module for the campaign - see two posts below.

OK, I am using the default legends AI hak and the one you uploaded for the two haks.

When I started to pull the module from the campaign (because the campaign does not start, but the module does), I found a number of duplicated files in the campaign that are also in the module. I would not have thought that to be much of a problem normally, as the campaign file normally takes precedence in such situations.

However, the campaign folder looks a little "confusing" and I wonder if there is something in that confusion that is messing with the overall structure. I am going to try to rebuild the campaign folder bit by bit - and may delete some of the module files, which are in the campaign folder already - assuming they are the priorities?

Any information about how you are structuring your campaign would be helpful here, as I do not know which files are for this module only and which you are using specifically throughout the campaign. In other words, there is a slim chance I might delete one or two files to get this to work, which you may need to put back in the correct place when done.

Lance.

Modifié par Lance Botelle, 01 novembre 2012 - 02:01 .


#9
MarshallV

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 You're also using an old version of the AI scripts.  Get rid of any leg_all_fixed* scripts as well as leg_fixed* scripts and then import the newest version of the AI - 1.81

Modifié par MarshallV_ForgotMyAccount, 01 novembre 2012 - 01:40 .


#10
Lance Botelle

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Hi Kamal,

OK, after doing some basic checks, all it turned out to be my end was that the campaign editor did not have the starting module speicifed in the editor.

i.e. Open up the campaign editor and make sure you specifcy which module in your list is the start module. Once that has been manually typed in, the campaign game starts as well.

No crashes or anything. All is well.

Lance.

EDIT: If you are still getting crashing after allocating a start module in the campaign editor and updating Marshall's hak (I used the latest version too), then it sounds like your problem may be related to your computer. Make sure you have deleted any temp files no longer used and cleaned up the hard drive a bit. Unless you can tell me how to repeat the crash, I do not crash loading your game at all now (either in the game or toolset).

Lance.

Modifié par Lance Botelle, 01 novembre 2012 - 02:06 .


#11
kamal_

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It looks like there's multiple problems here. I emptied out my local vault and was able to start the testing module. Must have been a corrupted bic in there.

Still getting crashes when opening at least three areas in the toolset, and trying to transition to them ingame. Unfortunately they are city exteriors, and my most recent archival saves seem to also be corrupt. I have older archival saves, but a good amount of rebuilding of these areas is going to be needed.

#12
Guest_Iveforgotmypassword_*

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You could try making a new module, duplicating the areas, moving the waypoints into the copy ones and obliterate whole components one at a time using the area contents tab then after each thing is gone ( placeables, npcs, triggers etc ) try a test run if it crashes you know it wasn't what you just took out and you can then narrow down your search for the b*****d bug !

I did this and it turned out that it was just a few guards walking about with torches hopefully it's something that simple.

Modifié par Iveforgotmypassword, 02 novembre 2012 - 12:53 .


#13
kamal_

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Huzzah!

I think I've worked out the corrupted areas problem:

The original cause of the crashes I was getting on loading the module were apparently caused by a corrupted bic. In troubleshooting the crashes I emptied out my override folder (didn't stop the crashes) and emptied out the localvault (stopped the crashes, but only in the test module).

So I had concluded I had some corrupted areas, and trying to open some areas and getting toolset crashes "confirmed" my idea. I went to my online backup and restored that and still got the crashes in those areas. So I thought the areas were corrupt.

I had forgotten two things, that I'd emptied the override, and that I had a separate test module for walkmeshes (I actually have about 4-5 test modules for specific things). I went to my walkmesh test module, which was untouched since I'd exported the working areas from it back to my main module, and the areas in question still crashed the toolset.

I knew they shouldn't be a problem, because the areas had been untouched since they were exported, and getting area corruption of the same areas in different modules would be very unlikely (and probably mean time to buy a new hard drive to be safe). Then I realized I'd forgotten I'd emptied the override folder. I put my overrides back into place and tried the test walkmesh module again. Working! So I exported the areas back into the main module and tried there. Working!

I will have to see exactly what file in there being missing is causing the problem, because all the files needed should be in the hak, so the override shouldn't have been necessary.

#14
kamal_

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Ok, I got it completely figured out. I had the corrupted areas, and the corrupted bic. But still couldn't launch the campaign.

Removed all my scripts and could launch. Copied them back and failure. So I created a test module just for the scripts so I could isolate the problem. Copied all the scripts over, and it launched (to my surprise). In my main module I had copied all the scripts to the campaign level, so I decided to move them back to the module level.

When I went to grab the scripts out of the campaign to copy back to the module, I noticed there was a module.jrl file in the campaign folder. I didn't think that was supposed to be there, I thought it was a module level file only. I removed it. Viola, main campaign started!

I had cleaned up the module folder by moving all the scripts up to the campaign, and I had accidentally grabbed the module.jrl file and copied it to the campaign folder as well...

Conclusion: I'm able to start the main campaign/module again. :-)

Edit: And one additional thing. I had a few heartbeat scripts that compiled without error, but apparently had an infinite loop. I was still unable to load the module, and had to go through and add scripts until I found the problem scripts, then figure out why they were causing the problem since they compiled correctly. All scripts should now be running in the main module.

This has been a real pain.

Modifié par kamal_, 04 novembre 2012 - 07:11 .


#15
Lance Botelle

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kamal_ wrote...

<SNIP> Edit: And one additional thing. I had a few heartbeat scripts that compiled without error, but apparently had an infinite loop. <SNIP>


Yep, that's what I mean by an "unterminated loop" in my first post. :)

They will compile just fine (as there isn't really an error as such), but you have not told the code to stop doing whatever it was doing, which causes the crash/hang that prevents it from loading properly.

Glad you sorted it out anyway. :)

Cheers,
Lance.

Modifié par Lance Botelle, 05 novembre 2012 - 08:41 .