Windows XP crashing Issues!
#26
Posté 16 août 2013 - 01:02
This was Robs dungeon to begin with, but all of the textures were changed out with new ones. It’s possible that a texture might be causing this. I know that a lot of the textures are larger than 256x256 could that be a problem? Some are set to 512x512.
#27
Posté 16 août 2013 - 01:54
Just to be clear on what I am doing and what I am *not* doing...
I am extracting all the tileset models, running them through CleanModels 3.5 (default setting), then compiling the output and bundling it back into a slightly renamed (Mac/Linux-friendly) hak. Put that hak above the old hak, then remove the old hak and test.
Looking at the log so far I am seeing a *lot* of repivots, again suggesting shadow issues.
Also, so far *every* aabb plane has been set to render with shadows... all being reset.
512x512 textures are not a problem. Odd-size textures would be. They *must* be a power of two (256, 512, etc.). But then they simply wouldn't show up in game :-P More woried about txi, or reflection mapping for the textures.
For the Aqua tileset :
450k fixes
**** mbq30_b02_06.mdl failed to load
**** mbq30_d02_01.mdl failed to load
**** mbq30_d02_03.mdl failed to load
**** mbq30_d04_01.mdl failed to load
**** mbq30_d06_01.mdl failed to load
**** mbq30_d15_01.mdl failed to load
**** mbq30_e03_01.mdl failed to load
**** mbq30_e06_01.mdl failed to load
**** mbq30_f04_01.mdl failed to load
**** mbq30_f11_01.mdl failed to load
**** mbq30_g04_01.mdl failed to load
**** mbq30_g06_01.mdl failed to load
**** mbq30_g07_01.mdl failed to load
**** mbq30_j02_01.mdl failed to load
**** mbq30_k08_01.mdl failed to load
**** mbq30_k09_01.mdl failed to load
**** mbq30_l02_w2.mdl is too buggy to output
**** mbq30_p02_01.mdl failed to load
**** mbq30_q02_01.mdl failed to load
For Castle:
1.5 million fixes!
**** fla01_l02_w2.mdl is too buggy to output
For Woods:
920K fixes
No fails
For Crims:
1.2 million fixes
**** cla01_l02_w2.mdl is too buggy to output
For tro06:
1.4 million fixes
**** tro06_l02_w2.mdl is too buggy to output
For tfc01:
1 million fixes
No fails
For marble:
Those models could not be run through CM. Log goes into more detail, but I'm moving on...228K fixes
**** mbc30_b02_06.mdl failed to load
**** mbc30_d02_01.mdl failed to load
**** mbc30_d02_03.mdl failed to load
**** mbc30_d04_01.mdl failed to load
**** mbc30_d06_01.mdl failed to load
**** mbc30_f04_01.mdl failed to load
**** mbc30_f11_01.mdl failed to load
**** mbc30_g04_01.mdl failed to load
**** mbc30_g06_01.mdl failed to load
**** mbc30_g07_01.mdl failed to load
**** mbc30_q02_01.mdl failed to load
<...an update>
Modifié par Rolo Kipp, 16 août 2013 - 07:13 .
#28
Posté 16 août 2013 - 02:50
Thanks, at least you are seeing issues in the tilesset. so thats a good sign that it what is causing these crash issues. kind of odd that Win 7 does not see this dont you think? Would this possibly cause issues with performance in those areas?
#29
Posté 16 août 2013 - 03:12
The math library was one of the updates to Win7. I think it just handles fatal errors more elegantly. The problems are still there, but Win7/8 gets back up and staggers onward.
My opinion.
Edit: Yes. I think this is causing big issues with performance. On load at the very least.
<...his firm opinion...>
Modifié par Rolo Kipp, 16 août 2013 - 03:22 .
#30
Posté 16 août 2013 - 03:47
Thanks again Rolo for taking the time to look this over and hopfully fix it.
I owe ya
Modifié par Dark, 16 août 2013 - 03:48 .
#31
Posté 16 août 2013 - 04:02
Do you use any of the tiles I've mentioned above, that you know of? If CM can't load them, I am sure NwN is choking on them as well...
<...but impertinent questions>
#32
Posté 16 août 2013 - 04:10
So, I would have to say yes, those are all being used. If I understand you correctly.
Is there something you are looking for in particular?
If you are wondering what tileset is used for the Catacombs its this one Eotb2-Tile-Tro06.hak
Modifié par Dark, 16 août 2013 - 04:20 .
#33
Posté 16 août 2013 - 04:35
What I meant was are any of those *specific* tiles used in any of the areas you've built? For instance, did you use fla01_l02_w2 in the castle anywhere? Or any of the mbq30 problem children in the Aqua areas you've built?
<...to see clearer>
#34
Posté 16 août 2013 - 04:42
Are you thinking that some of the same tiles are being reused in the other tilsets? Since these all came from the vault it’s hard to say what was done or possibly reused. But Ill guess that yes that is a big possibility.
I’m not to up on how the haks work; I’ve never built one myself. I just use what’s out there. Sorry, I f I can’t answer you better on this one Rolo.
This part of the modding in a bit out of my realm.
BTW, the Agua Tileset so far, has not been an isuses. its been in the Catacombs tilesert that has the crashing going on.
Modifié par Dark, 16 août 2013 - 04:44 .
#35
Posté 16 août 2013 - 04:54
*nod*
Didn't really expect you to know, just was kinda hoping. When you paint an area in the toolset, the name of the tile your mouse is over is shown in the bottom left corner. So if you can identify the exact problem area, then you can (laboriously) compile a list of every tile used to build that area.
Eventually, that's what will have to be done, if this doesn't fix your immediate problem.
Also, of course, every model (tile) that won't load into CM will need to be looked at in a modeler and fixed. That is not something I'm going to do any time soon :-P
But if we can identify certain tiles that are causing the problem(s), then you can rebuild those areas, *avoiding* the tiles in the above list.
Just because an area doesn't crash on loading doesn't mean it doesn't have performance issues or cause crashes in combination with spell effects or other player-generated visual mayhem.
I'm going through *all* the tilesets. I'll get to the Catacombs, too. After Crims, in fact.
<...as long as he's got fingers to stick in>
#36
Posté 16 août 2013 - 05:39
How long does it take to fix stuff like this? I’m trying to get a feel so I can figure out a time to try and release the mod. I was kind of hoping to release it in the next couple of weeks.
What could I do to try and fix some of this? I do not have a modeler so I will not be able to do any of that.
There are so many different parts in the levels that I really think trying to avoid those specific tiles is going to be very difficult.
This is really aggravating that these levels are so bad off. Is there any other tilesets out there that we can use that are not bugged and transfer over the textures for them?
#37
Posté 16 août 2013 - 05:52
It's fixing what it can. I am almost finished cleaning/re-compiling the models. Then I rebuild the haks and make a run at the toolset to see if I broke something grievously :-P
Then, if it looks decent here, I send the haks and modified mod back to you for testing on XP systems.
If the issue was fixed by CM, then that's good enough. If not, then we need to look at the individual tiles in question, which means figuring out which is causing it. All of this assumes it's a tileset issue, but with the repivoting I've seen, it's almost certainly a shadow problem with the tilesets.
So, maybe another hour to get you some clean haks to test...
<...his nefarious scheme>
#38
Posté 16 août 2013 - 06:00
Can’t thank you enough for this. Sorry to garble up your day.
#39
Posté 16 août 2013 - 09:18
I saw a marked improvement in loading times with the cleaned haks, and no issues running around in either temple or catacombs that I could see. But I'm running Win8 on a nVidia 305m card with spanking new drivers, so I'm interested in what the XP people experience ;-)
Dark has the cleaned haks and the modified mod (v31a, I guess) for distribution.
<...with effort>
Modifié par Rolo Kipp, 16 août 2013 - 09:31 .
#40
Posté 16 août 2013 - 09:59
I'd like to add my thanks to you all for working so hard on this. I am sure it is frustrating to have to dig back into things but it is appreciated by us lowly players!
#41
Posté 16 août 2013 - 11:46
No need to do any testing on you End Tim except with Win 7 like you have been . We will let you know when its fixed.
#42
Posté 17 août 2013 - 12:32
Ok, I did a simple import/export of the problem tiles in Marble Redux. They pass CM now and are compiled. Add this to the other cleaned haks I sent Dark.
Download from my Dropbox ( Eotb2-Tile-Marble, 3.31MB )
<...adjustment>
#43
Posté 17 août 2013 - 08:09
I just gave it a try and it still failed. maybe we are missing a few files?
#44
Posté 17 août 2013 - 12:00
#45
Posté 17 août 2013 - 02:00
It's hard to test something that doesn't crash on my own system. I skip merrily back and forth without a hitch ;-P
There is a noticeable improvement with the cleaned haks, but I can't duplicate the crashes, so I'll bow out for now.
I do suggest trying a copy of the mod without placeables, encounters & music/sounds. If that works you've narrowed it down some more. if not... I am at a loss.
When I ran NwN on my old XP thinkpad, with such an old gfx card I had to keep all video settings at minimum, I never had consistent crashes like are being reported here.
As far as missing files, doing a build of the mod I did notice a lot of "Object 287 is missing resource untitled000.dlg" which I thought odd. You might do a build and grab the list of missing resources to make sure they are in there somewhere...
<...to people with more xp>
#46
Posté 17 août 2013 - 02:39
On the XP Machine I have, I did run it at the lowest settings. As we talked about, it seems more like an unloading issues when you are trying to go down into that area. it will crash with in the first 3 seconds of trying to load in the load screen.
#47
Posté 17 août 2013 - 02:55
So I took you guys advice and decided to remove everything from the Temple level. Sure enough, the mod loads back and forth without any crashing at all. So now I need to isolate what the problem entity is, either a script or a placeable.
At least now I have something to go off.
Thank you everyone for all your help and suggestions. you all as an awesome group to work with.
Thank you Rolo for all your help last night. I guess I wont need to call you now.
I will post an update once I find the culprit causing me to pull my hair out the past few days.
Thanks again everyone!!
Modifié par Dark, 17 août 2013 - 02:57 .
#48
Posté 17 août 2013 - 03:06
Merricksdad had an issue that sounds familiar...
<...by the skin of his teeth>
Modifié par Rolo Kipp, 17 août 2013 - 03:13 .
#49
Posté 17 août 2013 - 10:46
Its the Red Royal Carpet in the Temple that's causing the crashing issues.
Not sure if this can be fixed, this Carpet was on the vault and I do not recall who made it. I just happen to stumble upon it a year or so ago.
So, I removed the Carpet and now the mod plays nicely with XP. To the beta testers. I have uploaded a new version 32 of the mod and the new fixed HAK files.
Please download those.
On a side note, Gamespot reviewed the mod. here is the write-up. They had nothing but good things to say about the mod.
http://www.gamespot....o-life-6413066/
Check it out, nice write up.
#50
Posté 18 août 2013 - 03:24
Here's the little bugger:

As usual, the hardest part was finding the gremlin.
Note that plane14 node was partially duplicated, which looks like a botched copy and paste attempt in a text editor. All the vert/tvert info and that very crucial "endnode" are missing from the first fragment, but present in the second, duplicate node.
Interesting that Win7/8 could power through that, but XP couldn't.
Anyway, compressing a new Placeables hak for you... it'll be in the dropbox when it finishes squeezing through the Starbucks wireless.
Give it a test drive...
<...carpet bag>
Modifié par Rolo Kipp, 18 août 2013 - 03:25 .





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