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Corrupt Module Message when traveling via World Map


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#1
ColorsFade

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So this is a weird one. 

 

I'm doing some testing in my campaign. When I first load the campaign I start at the starting location for the initial module. Entrance to Triel. So this area loads okay upon module startup

 

I then use the World Map to travel to Mapleshade. All is well. I then use the World Map to immediately travel back to Triel, where I started - and I get the Corrupt Module message. 

 

I looked at the log file and it had this to say: 

 

Could not load area walkmesh: DK_TRIEL 
Could not load the Module.
Module file might be corrupt.
 
"DK_TRIEL" is the name of the module. 
 
I've made some changes to the Triel are and I thought it might be a bake issue, so I rebaked. Still get the error. 
 
What gives? Is it another area in the module that is the issue?


#2
ColorsFade

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I went back and found a backup of my original DK_TRIEL directory. Swapped it for my current one and had the exactly same problem. 

 

This is baffling, and worrisome. 



#3
Clangeddin86

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Did you verify the module in addition to baking it?



#4
ColorsFade

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Thought you were on to something there Clangeddin, but it came to nothing. I haven't verified the module in a long time, so I did that and found a few walkmesh cutters that had invalid geometry. So I removed them and re-baked all the affected areas, but nothing changed. Still get the error. 



#5
ColorsFade

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So the problem appears to be, more specifically, than I cannot go back to a module I've previously been in. I decided to try jumping around from module to module. I can go from one Module to the next, but if I try and go to an area inside a Module I've already been in, it fails. Whenever I get to a Loading Module:CURRENTCAMPAIGN:MODULE_TAG in the log file, that is when it fails. 

[Sat Feb 13 15:20:14]Server Beginning Module Transition, log entries marked TRANS.
  TRANS: [Sat Feb 13 15:20:14]Storing player characters.
  TRANS: [Sat Feb 13 15:20:14]Player characters stored.
[Sat Feb 13 15:20:14] Loading Module: CURRENTCAMPAIGN:DK_CRYPT_TRIEL
  TRANS: [Sat Feb 13 15:20:14]Saving Current Module start.
  TRANS: [Sat Feb 13 15:20:14]Save Module start.
  TRANS: [Sat Feb 13 15:20:14]Save Areas start.
  TRANS: [Sat Feb 13 15:20:14]Save Areas finished.
  TRANS: [Sat Feb 13 15:20:14]Save Module finished, entering compression section.
  TRANS: [Sat Feb 13 15:20:14]Module Compression finished.
  TRANS: [Sat Feb 13 15:20:14]Saving Current Module finished.
  TRANS: [Sat Feb 13 15:20:14]Unloading Current Module start.
  TRANS: [Sat Feb 13 15:20:15]Unloading Current Module finish.
  TRANS: [Sat Feb 13 15:20:15]Decompress new module started.
  TRANS: [Sat Feb 13 15:20:15]Decompress new module finished.
  TRANS: [Sat Feb 13 15:20:15]Setting up Stall Event now.
Could not load area walkmesh: DK_CRYPT_TRIEL
Could not load the Module.

I'm not sure what to make of that. 

 

I've gone at this problem every way I can think of. I exported all the areas in what I thought was the problem module (DK_TRIEL), and reduced it to a single new area with a waypoint and world map transition, but the problem persists: if I go to a different module's area and try and come back, it bombs. 

 

I can visit all the areas in the initial module just fine. Go into each area, through the doors, come back to Triel, all fine. The minute I go to a different Module, like Mapleshade, and try and come back to Triel module, it fails. Likewise, in the output above, I went from DK_TRIEL => DK_CRYPT_TRIEL => DK_MAPLESHADE => DK_CRYPT_TRIEL, and on that return to the crypt mod is when it failed. 

 

Previously, when testing today, I'd always been trying to just go back to DK_TRIEL, so I assumed it was the DK_TRIEL mod. But it appears to be any mod I've already been in. 

 

Anyone seen anything like that before?

 

I'm thinking my only recourse now is going to be uninstalling the game and reinstalling it. Something seems broken. 



#6
andysks

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Hi Cristopher. All I can think from the things you say here and the other topic, is that something is wrong with the modules connecting via the campaign. I would look at my world map scripts and campaign settings whatsoever. Sorry if it sounds too obvious but it's all I can think. Like, the module itself cannot be corrupted because you can play on it. Only when you try to transit on it you get the problem. And only from another module. That equals world map and changing module, and all this equals campaign, right?



#7
ColorsFade

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All the scripts are fine. They only require two parameters, the Module string and Waypoint string, and they're both correct. 

 

I can verify this (and have verified it) by changing the starting mod for the Campaign. If I make the starting module the DK_CRYPT_TRIEL, for instance, then I can use the World Map transition in that zone to travel to DK_TRIEL, and it works. It only does not work if I start at DK_TRIEL, go to a different module, and come back. 

Same for any module. Doesn't matter what my starting module is - the problem arises when I try and go back to it. 

 

The log file... feels like it's telling me something. When I load modules for the first time and jump from one module to another, it just says stuff like this: 

 

 Loading Module: DK_BANDITS

 

But as soon as I try and go back to any module I've already been in, then it says 

 

 Loading Module: CURRENTCAMPAIGN: DK_BANDITS

 

And that's when it bombs. 

 

I just don't know what else to do. I may have to try the same thing in the OC and see what happens. 

 

Something is very, very wrong. 



#8
ColorsFade

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Something in my override is causing it. Not sure what yet. I cleared out my override (which is typically very full for building) and I could transition back to my previously loaded modules. 

 

So now... one file at a time... arg. 



#9
Tchos

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Don't check one file at a time.  If the problem happens when a file is present and doesn't happen when it's not, divide your override into halves, and remove one half.  If the problem is solved, you know the problem is in the half you removed.  Divide that new portion in half and put half of it back in, and see if the problem returns.  If so, you know it's in that portion.  Now you're down to 25% of the files.  Keep doing it, narrowing it down geometrically with each pass.



#10
ColorsFade

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Yeah, I have a system for it Tchos. I wasn't speaking in specifics. 

 

Most of the stuff in my override is organized into sub-folders. It's just a process to go through and include each sub-folder until I find the culprit, and then work my way to the specific content. I'm a software developer. I know every algorithm in the book. 

 

It's just tedious, but I'm happy I know my game isn't busted, and it's just something in the override. 



#11
Tchos

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Okay, next time I'll assume something like "one file at a time" means "in an efficient manner" and won't try to help save time.



#12
ColorsFade

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Sorry Tchos. 

 

It was brewfest last night. I probably shouldn't have been posting in the first place. 



#13
ColorsFade

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Fixed. 

 

Stray module/area folders in my override. Searching for file extensions other than blueprints and textures revealed. 

 

I should have thought of that first. Log file error made me think it was my own areas. 

 

And we're back to building. 


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