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Begging for help with a code


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#1
Frosty44

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I would really appreciate some help!

 

I'm re-playing PJ's "The Soul Cages" and can't get to one of the areas. I wasn't able to get to Hope Cove when I beta-tested the mod and still can't. I can get to any area except this one -  it just won't load for me and I get dumped to the desktop with seconds. I'm guessing it's one of those weird Mac things, but I'd really like to be able to do the side quest this time if possible.

 

Would one of you be willing to help me with a teleport or jump code? I tried to figure it out myself but haven't been able to do it and using the code for DM does nothing. I get a message that it was successful, but nothing else.

 

Here's the info PJ gave me:

 

The module name is      00_sc_module_04
 
and the point you will jump in at is    04_in

 

Thanks in advance,

 

Karen

 

 



#2
kevL

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I don't have Soul Cages installed but this is standard*:

`
debugmode 1
rs ga_load_mod("00_sc_module_04", "04_in")
debugmode 0
`

* so it's still gonna ctd ...

#3
Frosty44

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Thanks so much for coming to the rescue kevL - your help is much appreciated!

 

I'll cross my fingers and give it a try.

 

Karen



#4
kevL

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are Macs case-sensitive? I'm wondering if it's something like ... a model has a texture assigned (internal to the model) that's been written with different character-cases, and when the engine tries to find the texture for the model it can't, so CTD.
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#5
ColorsFade

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are Macs case-sensitive? I'm wondering if it's something like ... a model has a texture assigned (internal to the model) that's been written with different character-cases, and when the engine tries to find the texture for the model it can't, so CTD.

 

That's a really good question. It would be interesting to know what the exact error message is. 



#6
Frosty44

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Unfortunately, there is no error code - I just get dumped to the desktop. As to if macs are case sensitive, I don't think so in general, but maybe they are when it comes to game codes. I know several people have tried to figure out why certain mods just won't work on a Mac, but nothing definitive has come of it so far. I'd say 95% of the mods and campaigns work, but sometimes there are problems within a game that does work like not being able to get to a certain area. Some creators have been able to make changes so their mod so it worked, but sometimes nothing works.

 

That said, thanks again KevL - your code did work. The only problem was that it dumped me to the desktop the same way I got dumped when trying to go through the way point. There is obviously something in that particular area that my mac just doesn't like - or doesn't like my mac lol. I didn't have any trouble with any other area and was able to do the entire campaign of Tales from the lake of sorrows, yet I can't get to and from a few areas in Crimmor (but I could get to one with a code). I also had no problems with codes when my ranger couldn't get into some areas in Wulverheim.

 

I really hope that somebody eventually figures out what the problem is one day so I can play some of the mods I can't now! If anybody does come up with an idea I'd be happy to test it out!

 

Thanks again,

 

Karen



#7
ColorsFade

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Unfortunately, there is no error code - I just get dumped to the desktop.

 

There is, if you know where to look. 

 

I am not sure where this might be on a Mac, but on a PC the log files are located at: 

 

C:\Users\ChrisMX18\AppData\Local\Temp\NWN2\LOGS\nwnclientLog1.txt

 

Inside that file is where you'll find the error that is reported when it crashes. 

 

If you can find the log file and post the contents of the last 20 lines or so, it might help in debugging. It may not - sometimes the error messages themselves don't directly tell what is wrong or lead in the wrong direction - but it can be better than nothing. 



#8
Frosty44

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Thanks ColorsFade!

 

Doing a search didn't turn up anything, but I finally found it in my crash reporter in my logs. It would be fantastic if this helps!

 

I've never seen anything like this before and I have no idea what it means, but here's the whole thing: Deleted since it wasn't of any help!


Btw, I loved The Darkening Sky!



#9
ColorsFade

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Yeah, unfortunately that doesn't help much. The log file output looks like this: 

 

Admin Email set to: not.configured@example.com
Client Sync Required: no
Client Overrides Allowed: yes
Client Custom UI Allowed: yes
---- End Server Options ----
[Sun Mar 13 20:06:42] Player  [] () Joined as Server Admin 1
[Sun Mar 13 20:06:42] Player  () Joined as Player 1
[Sun Mar 13 20:06:43] Loading Module: DK_SCORN_DOCKS
  TRANS: [Sun Mar 13 20:06:43]Not decompressing as not loading from a previously visited module.
  TRANS: [Sun Mar 13 20:06:43]Setting up Stall Event now.
.[Sun Mar 13 20:06:54] Elanee Died
......[Sun Mar 13 20:08:12] Player  Left as a Server Admin (0 SA's left)
[Sun Mar 13 20:08:12] Player  Left as a Player (0 players left)
Primary player removed. Shutting down
[Sun Mar 13 20:08:12] Server Shutting Down

If there's a crash, the log file will have a line there toward the end that says why it thinks it failed. I had an issue recently where a crash was happening, and the error told me it couldn't find the walkmesh for the area I was trying to go into (turns out there was a stray area in my override folder causing the problem). 

 

On a PC, the name of the file is "nwclientLog1.txt" (in that casing, with the "L" upper-case). See if you can do a search on your main drive. It might point you to it. 

 

 

 

Btw, I loved The Darkening Sky!

 

Awesome!

 

I wish the rest of it were closer to being done :) Hope you're still playing when I finish it. 



#10
Frosty44

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I did a search and nothing comes up under nwclientLog or any variation. The only log I could find was the one I added above. Could it be that macs don't have that file or maybe it the file has a different name? Btw, macs only have 1 drive unless they partitioned it to be able to use pc stuff.

 

 

"I wish the rest of it were closer to being done :) Hope you're still playing when I finish it." I hope so too lol!



#11
olnorton

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I did a search and nothing comes up under nwclientLog or any variation. The only log I could find was the one I added above.


You may have to edit your NWN2Player.ini
[Game Options]
Debug Text=1

[Server Options]
Scripts Print To Log=1
Scripts Print To Screen=1

#12
Frosty44

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Thanks olnorton!

 

I just added that code and will try to get to that area again so I can get the error code.



#13
Frosty44

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Thanks again! I added the code and it worked. This is the error message I got:

....................................  TRANS: [Wed Mar 16 00:29:59]Save Module start.
  TRANS: [Wed Mar 16 00:29:59]Save Areas start.
  TRANS: [Wed Mar 16 00:29:59]Save Areas finished.
  TRANS: [Wed Mar 16 00:30:00]Save Module finished, entering compression section.
  TRANS: [Wed Mar 16 00:30:01]Module Compression finished.
.......  TRANS: [Wed Mar 16 00:31:07]Save Module start.
  TRANS: [Wed Mar 16 00:31:07]Save Areas start.
  TRANS: [Wed Mar 16 00:31:08]Save Areas finished.
  TRANS: [Wed Mar 16 00:31:08]Save Module finished, entering compression section.
  TRANS: [Wed Mar 16 00:31:09]Module Compression finished.
.[Wed Mar 16 00:31:17]Server Beginning Module Transition, log entries marked TRANS.
  TRANS: [Wed Mar 16 00:31:17]Storing player characters.
  TRANS: [Wed Mar 16 00:31:17]Player characters stored.
[Wed Mar 16 00:31:17] Loading Module: 00_sc_module_04
  TRANS: [Wed Mar 16 00:31:17]Saving Current Module start.
  TRANS: [Wed Mar 16 00:31:17]Save Module start.
  TRANS: [Wed Mar 16 00:31:17]Save Areas start.
  TRANS: [Wed Mar 16 00:31:18]Save Areas finished.
  TRANS: [Wed Mar 16 00:31:19]Save Module finished, entering compression section.
  TRANS: [Wed Mar 16 00:31:20]Module Compression finished.
  TRANS: [Wed Mar 16 00:31:20]Saving Current Module finished.
  TRANS: [Wed Mar 16 00:31:20]Unloading Current Module start.
  TRANS: [Wed Mar 16 00:31:21]Unloading Current Module finish.
  TRANS: [Wed Mar 16 00:31:21]Not decompressing as not loading from a previously visited module.
  TRANS: [Wed Mar 16 00:31:21]Setting up Stall Event now.
 

I really hope this helps!



#14
kevL

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doesn't seem to say much, Frosty. But i've got a third-rate analysis of the original errorLog here ...

 

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000072d424f9

trying to access an invalid vector-entry.
 

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 com.aspyr.NWN2 0x00390146 NWN2_CDownloadServer::~NWN2_CDownloadServer() + 57932

in the destructor of object "NWN2_CDownloadServer"
 

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x04c203bf ebx: 0x392baa7c ecx: 0x72d424f9 edx: 0x00000006
edi: 0x3b61b8b0 esi: 0x3b61b8e0 ebp: 0xbfffe788 esp: 0xbfffe6d0
ss: 0x0000001f efl: 0x00010206 eip: 0x00390146 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x72d424f9


bleh. I wonder if there's a way to bypass/workaround 'DownloadServer' -- to me it looks like a hardcoded bug crept into class-object "NWN2_CDownloadServer" when the port was done to Mac. That's a total guess, and I believe it could be more profitable to wonder why 'DownloadServer' would be getting dTor'd when entering an area ....

//if it is//


So I figure i'll just plonk it here; maybe it can trigger someone looking at Mac issues (even if its largely/entirely mistaken)

#15
Frosty44

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Thanks KevL! I'm not exactly sure what it means, but I sure hope somebody else will! It might explain a lot of the problems.



#16
kevL

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It might explain a lot of the problems.


maybe :)


plug: These things could be identified and solved in short order with sourcecode ( xoreos:about ).

#17
Frosty44

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I checked out the link and, to be honest, although it sounds extremely useful it doesn't look like it's going to be finished for quite some time. It seems to be a very big undertaking!



#18
kevL

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just putting it out there, planting seeds as it were :)

I mean, i've been playing a game over the last 2 years for which I have the source: I'm not so sure i could ever go back ....


A few months ago I was reading an argument/discussion in the NwN1 forums, and everyone involved seemed to be talking past the fact that Sven et al. has already put a fair bit/most of the groundwork down that would render the entire discussion meaningless. NwN1 is the most evolved of all the branches, I believe. All it takes is a few knowledgeable people ... then less knowledgeable people (like me) can get more involved.

anywho, just planting some seeds,