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#1
AmstradHero

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I recently reinstalled Windows on a new HDD. Before doing this, I backed up my toolset database using the Backup.bat, and I also copied the ldf/mdf files.  After installing DAO and the toolset again, I used the restore.bat to restore by backup, as I have previously done.  I have done this process successfully before.

 

This time, all my items appear, but in the listing window on the right, they all have a red circle next to them, and when I open them up, they contain no content and are marked as read-only.  Areas are empty, characters appear as default, dialogues contain no lines, etc.

 

It appears that all the data should be there, but is simply not being read for some reason.

 

Does anyone know what might have caused this?

 

Can anyone tell me how to fix it?

 

 


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#2
Sunjammer

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First let me say, great to see you back tinkering with the toolset!

 

The red circle means the resource is checked out to another user.  I'm going to guess that most/all of your resources were checked out when you backed up the database. I'm also going to guess that when you reinstalled Windows the name you selected for your computer and/or your user account (the new you) are different from what they were before (the old you). Unfortunately the toolset's database uses both to identify who has a resource checked out. This is also why you are seeing the default version of a lot of your assets: you are seeing the last version that was checked in (probably the default entry when it was first created). The changes the old you made haven't been checked in so they are held in a temporary version and the you new you can't see them (yet).

 

The good news is that you haven't lost the changes .. simply placed them in a footlocker with a biometric lock only old you can open!

 

I believe the easiest fix (I've mentioned a couple of options in another post) is to rename you computer and/or your user account to match the old you. Then you should be able to check in all the resources. Revert to the new you and carry on modding.

 

EDIT: you may find Luna1124's recent experiences with this helpful.


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#3
luna1124

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~~~~THIS~~~ ^^^^^"I believe the easiest fix (I've mentioned a couple of options in another post) is to rename you computer and/or your user account to match the old you. Then you should be able to check in all the resources. Revert to the new you and carry on modding."

 

 

Worked for me.


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#4
AmstradHero

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Thank you both!

 

I did indeed change my username, and wondered whether this might have been the cause of my problem this time around, since I'd had no problems last time I reinstalled.  Thanks for the confirmation and the reassurance that I can get the content back!

Despite not having been around the forums much for quite some time, rest assured that my tinkering has continued - I'm hoping to be able to make a big announcement within a few months...


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#5
AmstradHero

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Good news!

 

As I expected, changing the username of the admin account did not allow me access to the content. While the start menu and logon screen and the like display the changed name, under the hood, Windows still retains the initial username. Since the connection to the SQL database is done via Windows authentication, it was still trying to use my "new" name - hence no access.

 

Instead, however, by going into the user accounts, it's possible to create a NEW administrative user (I am guessing admin will be required to be able to use the toolset/connect to the database) with the same name as the old user - and then switch to this account - this user can then check everything in.  So no need to reinstall Windows again - just create a new user with the right name.

 

I'm not sure how this would go if the computer name had changed - since that requires a full reboot, that *might* actually change enough things under the hood that it would be fine.

 

Either way - I can now access, view, and checkout all my resources - and they're all intact!  Again, thank you both for your help!

 

 

The only weird thing that remains is that it seems that new level layouts that I've made don't display properly in the area editor - all the structure is present, but all the textures and the lighting information are all missing. It seems that the toolset pulls level layout information/appearance from a different place to the game itself - as all the levels look fine in-game.

 

I wonder if I can copy my level folders from the Documents\BioWare\Dragon Age\packages\core\override\toolsetexport\ to another directory to get the toolset to read them?  The alternative seems to be to re-export, and I'd rather not go through the hassle (plus I'm pretty sure that one .erf file got corrupted at some point and really doesn't want to re-export any more)


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#6
DarthParametric

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Odd that it wouldn't be working in the generic Override folder. Tried in My Documents\BioWare\Dragon Age\Addins\<addin_name>\module\override\ ?



#7
AmstradHero

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Okay, so I've solved the problem.  It actually has absolutely nothing to do with files.

 

In Tools->Options->General, if you scroll down to the bottom, there is a setting "Loaded texture size limit (MB)", which by default is 512.  I figured since I now have a shiny 4GB card, why not up that to say... 2048?  Well, because it erases the textures of everything, that's why not.

 

This got me thinking, what values can I use that will work? Sure enough, every value up to 2047 worked. So for some really weird reason, the toolset is storing/reading this value as a three byte signed number. As such, everything from 2048 to 4095 is effectively a negative number - i.e. allocate NO memory, meaning you get no textures.  If you increase it more to say ... 4607 (i.e.4095 + 512), then all the textures reappear.


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#8
luna1124

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So.. on your video card the numbers were readying as - minus? Mine was doing that... hmm



#9
AmstradHero

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No, it's the way the toolset interpreted the data - anything from 2048 to 4095 would be a negative number due to the way it was stored.  The main thing to note is that 2047MB is the maximum amount of memory that can be allocated for textures in the toolset.


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#10
DarthParametric

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Seeing as cards with 2GB or more of VRAM didn't exist back when the toolset was coded, I gather this was an unintentional oversight. Or maybe it was the same guy responsible for the variation ID bug.


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