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Module crashes on save file load


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9 réponses à ce sujet

#1
Grani

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Hello.

I've run into an odd bug in my module - if I save the game and load it, the game crashes. I tried deleting the OnClientEnter and OnModuleLoad events, thinking one of them might be the culprit, but it didn't help. I also tried saving in another area and saving in an area with no event scripts attached - nothing helped. Finally, I tried to save and load in a dedicated server and the server crashed on save file load like the client.

 

I have no idea what the problem might be, so I hope some of you might help me. :(



#2
werelynx

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Any overrides? Does it happen to older versions as well?



#3
Zwerkules

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Two causes of crashes when loading a save file can be custom classes in your module or custom tga portraits saved with compression turned on.

#4
Grani

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Any overrides? Does it happen to older versions as well?

 

It's not due to overrides - I have an old save file and it loads just fine with the same overrides and hak paks. So that answers your second question, too.

 

 

 

Two causes of crashes when loading a save file can be custom classes in your module or custom tga portraits saved with compression turned on. 

 

Interesting, could you elaborate both cases? I don't have custom classes, only modifications of existing ones. But I had them earlier, too, and the game loaded.



#5
Grani

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I decided to try to delete stuff in my module one after another to see at which point the save load crash stops.

 

As of now, I've deleted:

-all areas

-all conversations

-all custom creatures

-all hak paks

-custom TLK

-all module events

-all custom factions

-all custom objects

-all custom waypoints

-all custom merchants

 

The problem is still occuring. I'm starting to have doubts if even reverting the module exactly to the new module state might help or not.

 

Edit:
 

Ok, now I think I've deleted absolutely EVERYTHING that could be deleted. Including journal entries and all scripts.

 

It can't be related to my override, because (as I said) I still have some old save file from an earlier version of the module and it loads just fine (I don't have that older version, unfortunately). Given all this, I think the only explanation is that the module file itself got damaged in some way. :/

 

This is literally the contents of the temp0 folder of the module:

 

http://s33.postimg.o...7d2hz3/temp.png

 

temp.png



#6
Grani

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Whew! I've FINALLY fixed the crash. :)

 

I still have no idea WHY, but... changing the module's name, tag and description in both English and Polish (as my module is bilingual) made the crash go away. 0_o I don't know which one of these changes fixed it specifically, but at this point I can't really bother to care. :P

 

So, if anyone else ever experiences such a weird unexplainable save file load crashes, try changing the module's name, tag and description in some way. Sounds like a magic ritual, but worked for me.

 

And no virgin blood was needed, though I was getting close to sacrificing one, just in case. :P


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#7
AndrueD

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That real gud to hear u found, Grani.  :)  Sumthing like this happen for names not match right in other crash report here in Tech.  Am wonder why NWNscript compiler not find these quick then list for tester as part of normal compile?  Most other software debug do this stuff real easy.  Also wonder if Linux version mayb debug this stuff better?



#8
meaglyn

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The script compiler compiles scripts. It does not check that resref names are all unique or that the 3 gff files for an area are all present or that the module has the name and lists the areas correctly or any other things along those lines. It compiles the scripts.  It's not clear actually what the problem was here or in the other thread but it certainly does not look like something the script compiler was involved with...


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#9
AndrueD

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The script compiler compiles scripts. It does not check that resref names are all unique or that the 3 gff files for an area are all present or that the module has the name and lists the areas correctly or any other things along those lines.

Didna know that so tyvm for explan.  Thought wen save module did more than just do scripts.  Other game compile check for dupe name, index conflix and make sure all refs go somewhere so thought NWN work bout same but see it not now.



#10
meaglyn

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The toolset can and does check for some of those things when you build I think but it's not the script compiler doing it.  The toolset is pretty good about not letting you get into those troubles but like all non-trivial software it too has bugs.  When  you build a module with all the check boxes ticked the toolset does a lot more than just run the compiler on all the scripts. The compiler is just one part of it.  So when you build and save a module you do get more than just compiled scripts.