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module crashing issues


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#1
bealzebub

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So, everyone that has tested my .mod has reported crashing issues, but I cannot for the life of me figure out what might be causing it. Here's what I know.

 

I've not had a single crash when I play It myself.

It's usually on area transitions.

It seems to be random, it's not always the same areas.

It seems that when it crashes, and is then reloaded, it usually works the second time. 

 

does anyone have any insight as to what might be causing this? Or any suggestions as to where the investigation should start?



#2
Loki_999

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Skywing's client? It fixes some crash issues for some but it can also sometimes cause problems for others. Have you checked to see who is/isn't using it?

 

Although since everyone but you is having the issues it a little strange to say the least.

 

Is there something special about your mod? Does it have really large areas? Lots of NPCs?



#3
Dann-J

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On the rare occasion that NWN2 crashes on my machine, it's usually either caused by a sound file or a visual effect. Or sometimes my own stupidity (infinite script loops, for instance).



#4
diophant

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I had some people reporting crashes in my mod, too, while it runs like a charm on my PC (which is really old and still runs WinXP). Then, someone found out that it is an DirectX issue. Win7 has DirectX 11, NWN2 requires DirectX 9.0c. Unfortunately, DirectX 11 isn't completely downward compatible with 9.0c. After installing DirectX 9.0c (it is possible to have both versions installed), the problems were gone.



#5
Lance Botelle

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Hi,

This sounds exactly like the problem I had a couple of years ago ....
 
Do you save campaign variables to a database?
 
If so, then read here:- http://worldofalthea...on-crashes.html

Cheers,
Lance.

#6
bealzebub

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I never really figured out what was causing the crashing in the Lost Level, and now it happens in Maddgoth's Castle as well. Here is what I know.

The crash seems to be on area load.

The crashing seems random. It could be 3-4 times in a row, and then nothing for the rest of the night.
sometimes save games crash on load a few times in a row, and than loads fine and plays with no problems. It could be any area, any time.

Both .mods were originally built with the skullhaks I went through and made new .hak files with just the content I needed. I don't think it is something I may have missed because it also happens to areas that are new. Being mostly underdark tunnel areas, I didn't use a lot of custom content to begin with.

it happens both with skywing's client and without.
There is nothing really special about this .mod. No giant areas or special scripting.
I have verified the module and checked every script I could think of.
I don't think it's a directx issue. Every other .mod or campaign runs fine.
I don't think I've saved any campaign variables to a database. This is just a simple .mod, not a campaign.

 

any one have any ideas?



#7
Lance Botelle

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The only other thing I can think is that it may be a possible computer hardware issue, as you computer has to do more disc access during a load. This really depends upon just how "module specific" your problem is, as that would give a better indication. Have you gone through normal PC hardware tests on HD and MEM just to be sure? Do other applications crash on your computer?

With respect to module specific code itself, try to comment out every Onload call to see if that stops the crashing. Also, comment out heartbeat scripts, which may be causing timing issues. Then, once the game is stable, gradually reintroduce each script again, testing a few times inbetween to see which one may be causing the problem.

As a last resort, try to reproduce the problem with the smallest file/mod possible and upload it for others to test for you. I'll test it if you do this.

Cheers,
Lance.

#8
bealzebub

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I exported a few areas and imported them into a new .mod. 2 interiors and 1 exterior.
I made sure the areas had no scripts, the module has just the default scripts.
the interior areas were standard toolset areas not requiring a .hak
 
It crashed twice on load up. the third time it worked fine. I exited to the exterior -fine. back inside -fine, outside -fine, back inside -crash.
I loaded the .mod again and it loaded fine, I exited -fine, back inside -crash.
 
What could it be that it would only happen sometimes? and to all the areas in the .mod?

 

here is a copy of the 3 area test .mod if you want to  have a look. I appreciate it.



#9
rjshae

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Okay I tried loading it into the toolset six times, opened all three areas each time in varying order, and didn't have a crash. (That's my interpretation of what you meant by 'load up'.) What I did run into though was pretty lengthy load times. Might there be a problem with too many placeables?



#10
bealzebub

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thanks for taking a look rjshae. the crashing happens in game.

It seems like placeables is all that's left, though it doesn't seem like an excessive amount to me. could having a placeable with a missing .hak have something to do with it? but only sometimes?



#11
Lance Botelle

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thanks for taking a look rjshae. the crashing happens in game.
It seems like placeables is all that's left, though it doesn't seem like an excessive amount to me. could having a placeable with a missing .hak have something to do with it? but only sometimes?


Hi,

I have been looking at this, and can say that the module *still* crashes if I remove the main town and do a transition between the tavern and the town house alone. I have also had it crash trying to enter the game, which is also into the tavern. My suspicions at this stage lie with something to do with the tavern, but I will keep checking.

UPDATE: I regret to have to say that in the time I have been able to test this that I have not been able to discover the reason for its crashing. :( Personally, I don't think its anything to do with the quantity of objects used, as I am testing between the two interiors, which still causes the crash after a few swaps.

My only advise now, would be to start a new mod and "copy" by exporting parts at a time from the original and seeing which part you import causes the crash. Hopefully, this method may help to narrow down the offending problem.

Do update this thread if you manage to track it down, and if I get more time (and find it) I will do the same.

UPDATE: One other thing I forgot to mention, which might be worth trying ... I mostly use a script to do the transitions in my module rather than the properties on the door. Perhaps that has some bearing. i.e. Try to use a script to handle the transition rather than rely on the "door property" to jump to a door or waypoint. Just a thought.

Lance.
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#12
rjshae

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thanks for taking a look rjshae. the crashing happens in game.

 

Ah, crud.

 

could having a placeable with a missing .hak have something to do with it? but only sometimes?

 

Possibly. It is suggestive of a data corruption issue; those can have random impacts on a program because of overwriting different locations in memory. Poor error handling of missing entries may lead to such issues.



#13
PJ156

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Hello,

 

I have not had the chance to open the areas so this is a blind poke.

 

Do the areas have water rendered at a smoothness of 1. If that is the case it is likely a cause of issues.

 

Also is the entry waypoint in a place that could allow a party member to e out of the mesh?

 

Water is my first choice. Killed me for a long time finding that one. Also you cannot simply erase the water. The area has to be rebuilt in my experience.

 

PJ


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#14
PJ156

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I took a look, it's not water clearly, nor i.m.o placeables.

 

I will try to take some more time to look later.

 

PJ 



#15
bealzebub

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So, I completely striped the areas. No placeables, environmental objects, items, creatures, triggers, etc. just bare bones.

the areas still crash. I'm at a loss.

#16
rjshae

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Did you confirm that all the placeables are removed in the Area Contents panel? An incomplete or bad placeable that isn't visible in the area view should still appear there.

 

If you export the areas, then import them into a brand new module, do they still crash?



#17
bealzebub

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they do. I just imported the bare bones areas into a new .mod and got 3 transitions before a crash.

#18
bealzebub

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well, If not a why, I found a what and a work around. It seems like it's the .are files for the areas.

I went back to a test mod that had two untouched interior areas.
I used nwn2mapper to copy the tiles of area A, and paste them into a new area B.
I went into the directory and deleted the .are file for the original area A and renamed the .are file of area B to A.

Checked it out in the toolset, and it looked fine. So I fired up the game and made 15 successful transitions. YAY!

now just to do the same to every area in the .mod.
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#19
Hellfire_RWS

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Very happy to hear this. My game group started this module last Saturday and almost gave up because of area transition issues. looking forward to finishing the mod,.