• Welcome to Freedom Reborn Archive.
 

FFX 3.2 Bug Reporting Thread, take II

Started by stumpy, January 31, 2007, 02:58:27 PM

Previous topic - Next topic
|

cosmos123

okay thanks taskmaster that did helped! But later on my iron spider man AI was not working properly and I did not edit his m25ai file at all.So i ran him in the AI generator. I pit him against captain America and they had no problem finding each other in the park map. Spider man launched a sewer top at the captain. Spider man then decided to flee.Thats when my game froze up. I have been having this problem since the version prior to this. I gave him ropeswinger, he takes off, then he suddenly vanishes and the game crashes! I then looked into the script.log and see the errors coming from the captain? But as you can see the script ends when spider mans flees away, thats where the crash occurred heres what i got form my script.log [spoiler]
>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Loading m25ai.py v. 3.2.0 build 8; branch = m25 branch 1
Loading m25event.py v.3.2.0 build 6; branch = m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0 alpha 17
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25report.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25timestamp.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25getset.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25string.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25distance.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25template.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25missionover.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25energy.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25generateai.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aigeneratedata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25team.py v.3.2.0 build 6; branch = m25 branch 2
Starting ffx.py v. 3.2.0 build 9; branch = Public Beta 1
Loading m25custompowers.py v.3.2.0 build 6; branch = m25 branch 2
Starting System Utilities 1.3
Starting General Utilities 1.0
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
Loading m25gametype.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamdata.py v.3.2.0 build 6; branch = m25 branch 2
FREEROAM_KBD: initialized
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
Loading m25aiconstants.py v.3.2.0 build 6; branch = m25 branch 2
Starting Height Check module 1.4
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 build 8; branch = m25 branch 1
Loading m25name.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25cutscene.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25customheads.py v.3.2.0 build 6; branch = m25 branch 2
CustomHeadCurrentTime 1170517414.146000
Loading m25randomenc.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25objective.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamally.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25spawn.py v.3.2.0 build 6; branch = m25 branch 2
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25aiopt.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25skirmish.py v.3.2.0 build 6; branch = m25 branch 2

AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.002921 for ai for avenger capamerica
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003772 for ai for iron spider-man
---- TIME: 0.015055 for AI_UpdateMapInfoStatic
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.004120 for ai for avenger capamerica
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003757 for ai for iron spider-man
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetHeight() non-fatal error:
    template 'custom_vil_0' not found in list of template heights.
    To detect approximate height, use
    checkHeight(templateList, precise = 'no', repeat = 0, replace = 0, giants = 1, campaign = 0)
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.002933 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003294 for ai for iron spider-man
---- TIME: 0.014901 for AI_UpdateMapInfoStatic
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003769 for ai for iron spider-man
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.003662 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003809 for ai for iron spider-man
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.003782 for ai for avenger capamerica
---- TIME: 0.014464 for AI_UpdateMapInfoStatic
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003433 for ai for iron spider-man
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.003227 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003887 for ai for iron spider-man
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.003718 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
---- TIME: 0.029748 for AI_UpdateMapInfoStatic
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.004413 for ai for iron spider-man
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.002894 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
---- TIME: 0.016828 for ai for iron spider-man
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
---- TIME: 0.018507 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
TIME: 0.003927 for ai for iron spider-man
Template_GetMesh() fatal error: template 'custom_vil_0' not found
---- TIME: 0.027757 for AI_UpdateMapInfoStatic
AI: custom_vil_0_1:'avenger capamerica' hunting 'custom_vil_1_2'
TIME: 0.003574 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' hunting 'custom_vil_0_1'
---- TIME: 0.017251 for ai for iron spider-man
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' preparing to throw
TIME: 0.005892 for ai for iron spider-man
AI: custom_vil_0_1 overpowers his/her/its attack!
AI: custom_vil_0_1:'avenger capamerica' zzz4 attack on 'custom_vil_1_2'
TIME: 0.003024 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2 picking up _impobj_547
TIME: 0.002689 for ai for iron spider-man
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
---- TIME: 0.021591 for AI_UpdateMapInfoStatic
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_0_1:'avenger capamerica' move to 'custom_vil_1_2'
TIME: 0.009601 for ai for avenger capamerica
AI: custom_vil_1_2 pickup success on _impobj_547
AI: custom_vil_1_2 finding target 'custom_vil_0_1'
AI: custom_vil_1_2 tracking target 'custom_vil_0_1'
AI: custom_vil_1_2 throwing at custom_vil_0_1
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_0_1 overpowers his/her/its attack!
AI: custom_vil_0_1:'avenger capamerica' zzz4 attack on 'custom_vil_1_2'
TIME: 0.002764 for ai for avenger capamerica
Template_GetMesh() fatal error: template 'custom_vil_0' not found
---- TIME: 0.036918 for AI_UpdateMapInfoStatic
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man'  'custom_vil_0_1'
TIME: 0.006238 for ai for iron spider-man
Template_GetMesh() fatal error: template 'custom_vil_0' not found
Template_GetMesh() fatal error: template 'custom_vil_0' not found
AI: custom_vil_1_2:'iron spider-man' ffx.OnLeapTo(target,char) travel away to 'custom_vil_0_1'
TIME: 0.005615 for ai for iron spider-man




[/spoiler]


catwhowalksbyhimself

I really think that requests for help with the AI should go in a different thread.  This is distracting us from our task of removing bugs from this release.

M25

Quote from: jmoser on February 03, 2007, 08:11:51 AM
Okay, now it's gotten worse.  Every time I try to start the game I just get a black screen, and everything freezes.  No error message or anything.  I have to reboot.

FF.log:
00:00:00.78: FF: --------------------------------------------------------------------------------
00:00:00.78: FF: Starting FFVTTR
00:00:00.78: FF: Build: SHIP, Version: 1.73396
00:00:00.78: FF: --------------------------------------------------------------------------------
00:00:01.45: FF: CInterpreter::init() completed
00:00:01.45: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;)
00:00:01.45: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe)
00:00:03.71: FF: CRender: creating DX9 renderer
00:00:03.71: FF: CRender: trying to render in 32 bits
00:00:05.17: FF: DepthStencil is D3DFMT_D24S8

Script.log:
>>> system/startup.py executed
>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed


It's probably a corrupted powers.dat file.   If you look in the ffx3 directory, there should be a powers.dat.bak file.  Use that to replace the powers.dat file.


Dreaded Porcupine

Quote from: Epimethee on January 31, 2007, 07:52:38 PM
Quote from: Dreaded Porcupine on January 31, 2007, 07:18:37 PM
How do you clean up powers.dat?
Not too sure when we can release a Public Beta 2.
So, for the moment, PM me an e-mail address and I'll send you the updated powers.dat. I hope it will make your FFX 3.2 experience a bit more enjoyable.

I tried the new powers.dat and the game still crashed. I was able to play 4 on 4 in AI skirmish watch mode for awhile before it crashed though (twice). I can start the game up again at least. It's better than it was. At least I didn't get that alert message this time.

M25

Quote from: cosmos123 on February 03, 2007, 08:21:46 AM
okay thanks taskmaster that did helped! But later on my iron spider man AI was not working properly and I did not edit his m25ai file at all.So i ran him in the AI generator. I pit him against captain America and they had no problem finding each other in the park map. Spider man launched a sewer top at the captain. Spider man then decided to flee.Thats when my game froze up. I have been having this problem since the version prior to this. I gave him ropeswinger, he takes off, then he suddenly vanishes and the game crashes! I then looked into the script.log and see the errors coming from the captain? But as you can see the script ends when spider mans flees away, thats where the crash occurred heres what i got form my script.log



Is this a one time thing or does it happen all the time? 

jmoser

QuoteIt's probably a corrupted powers.dat file.   If you look in the ffx3 directory, there should be a powers.dat.bak file.  Use that to replace the powers.dat file.

I already did that, to fix the dreaded "CFastHeap" problem.  Granted, it did seem to solve that problem, but now I'm not getting any kind of error message at all.

Quoteit wasn't until i dl'd taskmaster's fix on the yahoo group that things worked properly again.

Maybe I should try that.  What yahoo group is it on?

M25

Quote from: jmoser on February 03, 2007, 09:27:16 AM
QuoteIt's probably a corrupted powers.dat file.   If you look in the ffx3 directory, there should be a powers.dat.bak file.  Use that to replace the powers.dat file.

I already did that, to fix the dreaded "CFastHeap" problem.  Granted, it did seem to solve that problem, but now I'm not getting any kind of error message at all.

Quoteit wasn't until i dl'd taskmaster's fix on the yahoo group that things worked properly again.

Maybe I should try that.  What yahoo group is it on?

It looks like the game crashed on you while writing out the powers.dat file, so you now have a corrupted or incomplete version.  Restoring the backup should temporarily fix the problem.

The yahoo group is FreedomForceX


Xenolith

I sent jmoser a copy of taskmaster's fix from the yahoo group.  Lets see if that solves his problems.  I suspect it will.  I think he is having the same problems I was a few days ago. 

cosmos123

Sorry I just thought this was the right place to post this. M25 yes this happens often, with characters with the attributes super-leaper and ropeswinger together. It usually happens when either the character leaps or ropeswings i think, they disappear into thin air. but i once was able to have the cinematic cam on them, they leap all the way to the top of the map and further until the buildings were as small as ants. weird huh?

catwhowalksbyhimself

Alright, to make getting hold of the fix easier, I've uploaded it to my own webspace and am making it available here.

Monkeyman

YAY! Thanks CWWBH! :thumbup: ffx3.2 is working like  a charm now!

guts

I believe I found a bug. I was playing just now the Allies mini-mod with a squad composed of Supercollider, Deja Vu, Man-Bot and a custom character. I used Deja Vu's irradiating beam to make Supercollider assume his temporary form. Everything working just fine up until then. However, after the sixty seconds passed, Supercollider, instead of morphing back to his normal form, simply disappeared. Even his portrait on the lower left side disappeared, like he was never on the squad to begin with.

Oh, still on the Accidental Change/Temporary Form topic, could anyone please explain to me how do I make it work? I made two custom characters just now (one with Accidental Change and the other with Temporary Form) and, when I accessed the FFXCC to adjust the Accidental Change character's form accordingly, the character with the Temporary Form wasn't selectable on the list. Only supercollider1 could be chosen.

Thanks.

Edit: Sorry for the lack of script.log. It's just that it's too long, therefore surpassing the maximum number of characters. I tried posting it on a second message but it still just won't fit.

jmoser

I already PM'ed Xenolith on this, but I wanted to let everyone else know that the fixed attributes.dat and powers.dat files took care of all the problems I was having.  In fact, I must say that with FFX 3.2 the game is working better than it ever has for me (although my completely uninstalling and reinstalling everything--twice--probably has something to do with that as well).

Xenolith

Quote from: guts on February 04, 2007, 08:07:55 AM
Oh, still on the Accidental Change/Temporary Form topic, could anyone please explain to me how do I make it work? I made two custom characters just now (one with Accidental Change and the other with Temporary Form) and, when I accessed the FFXCC to adjust the Accidental Change character's form accordingly, the character with the Temporary Form wasn't selectable on the list. Only supercollider1 could be chosen.

Thanks.


Accidental change uses the Involuntary Form attribute, not the Temporary Form attribute.

Shapeshifter => Temporary Form => Changes to another form or the original
Accidental Change => Involnutary Form => Reverts to Accidental Change form (your primary form)

I'm glad "the fix" worked, jmoser.

jmoser

Here's a bug I don't remember seeing reported.  I made a hero file for Doctor Doom, and gave him the attribute Private Army 3 (I don't know if this is relevant, but it was part of a combo attribute I created, one that also includes invulnerable 10, grim resolve, fast flier, level-headed, cosmic awareness and enhanced senses).  I opened up the FFX Control Center and customized the "Minion" line so that he would always be surrounded with a group of Doombots (a separately created character).  Then I went into the Rumble Room to play a game using him and, lo and behold, he had a private army of cops.  I went back into the Control Center and there it said "cop" under "Minion."  I changed it back to "doombot", did some other stuff with the game, and closed the Control Center, but next time I opened the Center there is was again--"cop."

By the way, I didn't have this problem with my hero file for Red Skull.  I gave him the same attribute (not as part of a combo, though), and in the Control Center put "nazi_rifleman" in the "Minion" line, and I never had any problems with it.  Might that be because the Nazi Rifleman is a built-in character instead of a custom?

stumpy

This sounds a little like you might have had a different mod selected in the Control Centre when you selected doombots and saved. Check that first. It has to be the same one that is after the -game flag in the Target field for the shortcut you are using to start the game.

Meanwhile, post your script.log. Play just long enough for the miniors to show up and a few seconds to go by after. If it is still too long, there are instructions near the top of this thread on how to find the parts that will let us help you.

crimsonquill

Okay, I managed to fix all of my previous FFX 2.3 errors by following examples here and reinstalling my FFvsT3R game and add-ons. Even used the .dat fix that was posted earlier which I never saw before until a few nights ago.

However, I never used the Trick Shot attribute before tonight and when I entered the Rumble Room I saw this:



Now the attribute works fine in game and the "items" disappear when you touch them like normal.. but I somehow can't figure out where the arrow nifs got mislinked to the wrong items.  :blink: Anyone else encounter this before? And how can I fix this myself?

- CrimsonQuill

catwhowalksbyhimself

Wow!  That's strange!  This WAS working when I re-enabled the attribute.

I just checked, and the arrow1, arrow2, and arrow3 .nifs are the wrong ones.  The arrow .nif that I added from Yellow Lantern is gone and I can't find another copy.

I guess someone will have to ask YL for another copy.

joemama

Do you merge the fixed .dats or copy them over the existing ones?


PS-- my current .dats are clean installs with EZFX and a few custom objects from maps.  i have no custom characters, attributes or powers on them.

catwhowalksbyhimself

They copy over the ones in the FFX3 folder.

yell0w_lantern

Hi guys and gals.

I started an arrow but never finished it. I did do the new nifs for the utility belt attribute. I believe Tommyboy did the arrow NIFs. Sorry I can't be of more help.

catwhowalksbyhimself

Sorry, I though it was you.

All I know is that SOMEBODY gave them to me.

BentonGrey

Howdy guys, I'm happy to report that I haven't had any problems of note yet.  The only thing that hasn't worked like a charm for me is a state swap.  I set exile to be teleport for Dr. Fate, and every time he uses his power, the villans get exiled.  I know that those things never work perfectly, so it's not a big deal.

The real reason I'm posting, is because I've been watching this thread, and I noticed something about a 'corrupted powers dat.'  I downloaded the fixed files, but I have a question.  I have already started work on something that I had been putting off until this release.  I have already spent a good deal of time entering new powers and such.  Cat said that these files can't be merged in, they have to replace the old ones.  So, I suppose my question is, how vital is this fix?  I'd lose a good deal of work if I had to overwrite.  Thanks guys!

catwhowalksbyhimself

If you merge keep a copy of your old one, you should be able to merge you changes from the fix.  Since the FROM .dat over rides the TO, you should go to the old one from the new one.  The fixed powers SHOULD over write the corrupted ones.

Another, probably safer solution is to take the old file and strip away all the power except for the ones you added.  You can safely merge that piece in with the corrected ones, as the corrupted powers should have gotten erased.

However, if you haven't had any problems with the game crashing on you, you may be able to put this fix off and just use the corrupted files.  It's probably better if you fix them anyway.

crimsonquill

Quote from: catwhowalksbyhimself on February 09, 2007, 01:30:48 PM
Sorry, I though it was you.

All I know is that SOMEBODY gave them to me.

Ahhhh-haaa! Took some digging thru my old cd-roms piled in my drawer here but I found an old archieve disc which happened to have the file we have been looking for.

Trick Shot Arrow.Nif Fix by Tommyboy - Available here: http://www.4shared.com/file/10378310/770d8ba2/arrow_ffx.html

That should allow you to scatch this issue off your list, Cat... as well as the FFX Team.

- Crimsonquill

BentonGrey


Epimethee


laughing paradox

I'm not sure if this was addressed, so I'll say it here.

I created my custom character, Madrox, the Multiple Man, with Accidental Cloning and the special Clone Self.

I can create clones just fine. However, there will be a point where they all lay flat on their face and continue to 'walk' that way. Their shadows look fine, but my character is literally dragging his face on the ground.

Also, (custom) characters with the same mesh end up doing the same thing together, synchronized. They all fall on their face together, or they all punch at the same time, or they all run in place.

I've only played rumble.

Any ideas on how to maybe fix that?

stumpy

That isn't really an FFX issue. It's related to how the new game deals with meshes from the old game (and maybe graphics cards...). See this thread for more on this and a couple potential workarounds.

crimsonquill

Quote from: laughing paradox on February 11, 2007, 12:10:37 AM
Any ideas on how to maybe fix that?

As the community has talked about in the Technical Issues area... It's an error of the FFvsT3R graphics which causes these phantoms if multiple versions of the same character is used. You need to enter your Graphic Settings area and shut off all of the Building Shadows and reduce your Character shadow to 'blob'. That seems to solve this problem. Apparently, It's an issue with certain Graphics Cards that occured in the initial release.. however since there was no fix patch of any type released it's just a error that we work around (and hatefully live with).

- CrimsonQuill

|