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Corrupt save games - thoughts welcome


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#51
4760

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Good to know! My override folder is already >2 GB (I'm still adding stuff, modifying things, so it's not converted into a hak yet). So it seems I'd better keep the custom content in the override instead of the campaign folder.

 

Hope you did solve the save and transition issue PJ156!



#52
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Maybe it's not how many gb a folder has but how many lines long it is that matters. I just checked and the OC's campaign folder is 7mb so maybe this game was not designed for saving and loading such huge amounts all at once.

But could this be the dawn of a new age where haks and overrides are made redundant ?

If the amount of custom content being used in a module is becoming so much wouldn't it be better to have the whole lot in the program files bit ? I don't know where it would go but surely this game was designed to pick the bits it needed for an area from a database when required not carry them around with it.

#53
PJ156

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I have tested again this morning and the save issue seems to be solved. Id on't know if it was the size? But that was the last change that triggered the fix.

I have an hour now before the wife organizes my day off for me to create a new folder and set up the journal again. Transferring a blank one to the campaign folder did not work :(

PJ

#54
andysks

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I don't know... the size actually should not matter. What is loaded when a module is loaded is what exists in the module. Same with areas. If my campaign has 200 areas, a module alone will load 20 for example. So size shouldn't matter here :). Now the OC, their campaign is only 7mb because it only has some dialogues, scripts and icons. Our space is taken by mdbs and dds... mostly.

 

Something came to mind, but it could be complete gibberish. The 2da files you use, have actually numerous lines. Do you think this could be a problem? I mean I use the same... and no problem occurred. But you never know. Maybe the game has trouble recognizing all these resources, not size wise, but information wise which is 2da. Try removing just the 2da and see if it works. The journal is not related of course, but just a try.



#55
PJ156

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That's a thought, currently its working with the same 2da's as before.

I am going to keep my finger crossed and not play about with it. I still ahve the journal to fix, see if that breaks it all again.

PJ

#56
andysks

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I somehow missed the fix post. The journal should be an easier matter to solve? At least it doesn't sound so scary as CORRUPTED! Does it :)?

 

In any case, I think blank journal entries have been reissued in the past, and if I recall correctly it is a matter of PC. Do you use the same sorceress to test your work as you used in mine? Could be gibberish again because I always read something, and then I don't make a note of it and just try to recollect what I heard :).



#57
PJ156

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I wish it were easy. This came up before for this module and campaign and there is a long thread for it on the forum, I fixed it then but this time I am having no luck. Last time the fix was to effectively rebuild the module with a new campaign folder and transfer over resources for the campaign and module. This time that has not worked. It is steadfastly not updating the journal text.

I have tried a rebuild and moving to the module jrl. I have tried writing my own ga_journal script. It just does not work. In the rebuild I tested the campaign .jrl first and it worked just fine. When I transferred over the conversation from the original module if failed to call up the text for the same entry that had worked previously.

It is very odd and I cannot see a way round this at the moment.

PJ

#58
andysks

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PJ, something came to mind regarding the folder size. I think that it's not the size itself, but the usage. This troubled me over the past days, and I thought to myself that I actually don't use so many placeables from custom content. Well, yes I do but I think you even have a city made of BCK? Or the other screenshot that almost nothing were stock recourse. My point is, that custom stuff is cool, but perhaps we should keep them as filling to the stock ones. For example if I have a mushroom field, I can use the stock shrooms, and a couple of Calister ones instead of full Calister. Maybe the different resources play a part as well. Like if I want to have a place filed with rags perhaps is better to use one type (stock, witcher, jaesun etc) instead of two of each. Just some thoughts. I know you fixed the issue of the save, but you know :).



#59
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Hmm, let's not get too worried about folder sizes and custom content.  I have very large areas filled with BCK, RWS, Witcher, and my own custom placeables as walls, floors, ceilings, and decorations.  Don't restrict yourself unnecessarily.  I want to see some really interesting looking areas.



#60
andysks

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I don't say otherwise. I also have some big areas filled with such things. It was just a thought :).

#61
PJ156

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It's possible I guess. The area I had the save issues on (because its the first in the module) is very much custom content. But there's not much in it even though very few of the items are stock?

I hope that's not it :) I do like my witcher placeable pack.

PJ

#62
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I remember when I first started using the toolset there were all sorts of paranoid comments about too much grass, turning shadows off, not mixing too many seeds of trees, big areas, custom content etc. Now it seems that because computers are capable of running NWN2 more easily modules are becoming more complicated but the basic engine is still the same ( doesn't it still only use 1 core no matter how many you've got ).

People might want to just see things with shadows, reflection and graphics turned up ( myself included ) and when their computers meet with something that will strain it anyway this could cause problems and big fights in custom areas with spells flying from creatures with all sorts of heartbeats etc. will drop the frame rate considerably.

I think what Mr 156 has experienced here is a warning to respect the old game we all know and love and not to over do it. I'm playing the new thief game at the moment and it's areas are really good with excellent graphics and atmosphere but although it's in a city it's all broken up into smaller sections ( even the districts are ) load times are really really fast ( couple of seconds ) and it runs very smoothly so perhaps smaller areas might be a good idea when there's a lot happening or has been added.

#63
Tchos

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Alas, will be never see large levels again?  I pine for the days of the Life of the Party mission in Thief 2.

 

(BTW, I play with all graphics up, point lights on, shadows high, etc. even in my large, custom-content-packed areas.)



#64
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I think I'll happily trade small levels for really good graphics. I know a game that has massive levels, well it's only really two complete islands with awesome graphics - FarCry 3. The story's rubbish with the weirdest ending ever but I did find the combat and vehicle driving absolutely hilarious, I had some amazing crashes and caused absolute mayhem with my grenade launcher which was good for getting rid of sharks too !

#65
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And on my side, I'll gladly sacrifice graphics for more content in large areas.  Not that I think such a sacrifice would be necessary in NWN2, of course.



#66
rjshae

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( doesn't it still only use 1 core no matter how many you've got ).

 

I suspect that matters primarily for processing AI, scripts, and animations. Graphics should be mostly about the GPU and memory.