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FFX 3.2 Bug Reporting Thread, take II

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

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BentonGrey

Hmm, I'm not entirely sure that this is an issue with FFX as I haven't tested vanilla, but I don't recall having this problem before.  When I go to play a match in RR (standard rumble match, nothing fancy) and have random heroes and enemies selected, the game freezes.  It happens just after I choose the prestige amount for the heroes and hit the next button.  I discovered it today while doing balance testing for the DCU.

AfghanAnt

I'm constantly having an issue with the green bubbles that are associated with flying attributes constantly active rather than active and then fade away but the attribute is still active. Is there a fix for this?

Epimethee

AfghanAnt (sorry for the late answer, it seems we're all too busy for FFX testing), I've looked into the issue a bit and couldn't reproduce it at all. IIRC, you had the same problem a year ago, but I can't remember much, except that I did have the problem from time to time too.

Does it happens systematically with attributes using the scripted version of flight? Does it happen on an unmodified FFX 3.2 (say, a fresh install in a separate folder)?

To test it directly, in the Rumble Room, open the FF console and type addFlight('hero_0')

Xenolith

I've just realized that some (perhaps all if I look more closely) of my heroes melee powers that cost 0 energy are actually sucking up 1 energy bar.  I checked the AI files and the powers in Alex's Hero Editor, and in both situations there is nothing to suggest that energy should be used with the attack.  I'm not sure where to go from here.  Any ideas?

AfghanAnt

It's ok. It seems that if you restart the level it fixes the problem.

Epimethee

No real idea, but a couple questions, just in case:

1) Did you check if it happens it plain FFvsTTR? With FFX 3.0/3.1-based mods?
2) Does the problem still occurs if you uncheck the mod's "Overspend energy w/ stun risk" option in the FFX CC?
3) Does it occur only with AI characters? Only with player-controlled ones?

EDIT: Ninja'ed by AA! I'd still like to know what is going on, though.  :huh:

Xenolith

Well, I went and restarted the level and the problem went away.  I was using team mode with the AI running all heroes.  Very odd.  Thanks all.

vector01_hungry

Has anyone had their left click button taken over by one of your attributes?  Let me explain.  Normally, your cursor will be an arrow when your just hovering over empty ground, and if you left click, your character will move to that spot.  Now, if I add megablast as an attribute for my character and start and danger room session, the cursor will always be a yellow hand, and if i left click on empty ground, he'll try to use megablast.

The same thing will happen on different characters for jumper and utility belt (after i choose my items).  I'm sure it's something I did, but i can't think of what!   :doh:

PS - sorry for the long post, and i can include my logs in a few hours if it'll help!

stumpy

It's nothing you did. That's been a long complaint about the custom action function of the game. Some of the FFX attributes let you choose an object as a target, destination, et cetera and the custom action tool is the only tool we have for letting you do that. Unfortunately, the "dread hand" becomes the default action for a character with one of those attributes and there is no nice way around it, aside from not giving those attributes to characters.

One of the wish list items for scripting has been an option in the custom action code to specify whether or not the hand is the default left-click action. No dice, though.

vector01_hungry

interesting.  It's weird because it didn't start happening until a few days ago.  Anywho, thanks for the heads up!

stumpy

Oops. I wasn't paying close enough attention to your post.  :doh:

The issue of the hand over empty sections of the terrain is map-specific. You'll probably notice that it doesn't happen on all maps. At one point, I thought we had fixed this by excluding the map object from the objects the hand registers over. Maybe there was a reason it couldn't be fixed for all maps, but I don't recall right now. If you can post which maps were giving you the problem, maybe we can see what's going on with them.

vector01_hungry

The only map I play is the City map in the rumble room.  It's the forth one down.  I love blowing up the building!

ericthered

when i try and run any scripting examples in the rumble room, my pc freezes and crashes.
this was the last log. keep up the great work.

Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1192855693.687000
Starting Height Check module 1.4
Starting System Utilities 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 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\CATMANEXE\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Example - Allies.py executed
>>> C:\Documents and Settings\CATMANEXE\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\CATMANEXE\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Example - Allies.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'CITY LANDMARKS'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=42
storing hero_0: id_1,-42
ReadHeroIndexData: trouble reading or evaluating data from <c:\program files\irrational games\freedom force vs the 3rd reich\ffx3\HeroIndexData.txt>
Campaign_MakeHeroIndex: Making index <c:\program files\irrational games\freedom force vs the 3rd reich\ffx3\HeroIndexData.txt>
Campaign_MakeHeroIndex: Complex not set for kid. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex warning: <sky2> likely missing entry in objects.dat; skipping.
Campaign_MakeHeroIndex: Complex not set for nick_craft_civ. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for kid2. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for clint_coltrane_civ. Run datfiles.Campaign_SetMissingComplexAttribs()

catwhowalksbyhimself

script.log would be helpful too.  I personally can't see anything here, but that one is usually far more helpful.

stumpy

That was the script.log.

It looks like maybe the FFX Control Centre wasn't started before the game was. There are a couple of errors that look related to proper branding. With the game off, run FFX CC, the quit FFX CC, then start the game and (if you are still having trouble) post your script.log from there, along with notes on which characters you were trying to play.

Epimethee

Your ff.log would be useful too.

Mind you, FFX shouldn't be able to completely crash your PC.  :ph34r:

catwhowalksbyhimself

QuoteThat was the script.log.

Sorry, didn't look like most of the script.logs I've seen.  Maybe I've just been away from modding for way too long.

BentonGrey

Howdy guys, I'm having a problem with my built in villains damage swaps not working.  It's only when they are enemies, not when I'm controlling them myself.  It's a hex to mental damage swap.  Here's the log:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1196360816.531000
Starting Height Check module 1.4
Starting System Utilities 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
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <bigwater> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> OnReceiveSelectedEnemies(('gorilla_grodd', 'the_shark', ))
try to spawn gorilla_grodd
try to spawn the_shark
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_PARK'
initialising FFX: skirmish=1
numberStr=67
storing hero_0: id_1,-67
numberStr=68
storing hero_1: id_2,-68
numberStr=69
storing hero_2: id_3,-69
numberStr=70
storing hero_3: id_4,-70
! GetMapInfo
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
addArrow _sk_arrow _skgorilla_grodd01 0 0
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skgorilla_grodd01' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skthe_shark02' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skgorilla_grodd01' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skthe_shark02' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skgorilla_grodd01' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skthe_shark02' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skgorilla_grodd01' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'hextomentaldamage_skthe_shark02' for destroyed object 'mapinfocaliper3'
initAttribsForChar: working on hero_0 (airstryke)
initAttribsForChar (airstryke): looking at attribute thanagarian
execInitAttrib: init ffqnimbleflier attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero_0 of template custom_template_67 (airstryke)
execInitAttrib: init fastflier attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero_0 of template custom_template_67 (airstryke)
execInitAttrib: init grimresolve attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero_0 of template custom_template_67 (airstryke)
execInitAttrib: init fasthealing attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero_0 of template custom_template_67 (airstryke)
initAttribsForChar (airstryke): looking at attribute flier
initAttribsForChar (airstryke): looking at attribute temperature control
initAttribsForChar (airstryke): looking at attribute solid skeleton
initAttribsForChar (airstryke): looking at attribute claws
initAttribsForChar: working on hero_1 (ambush_bug)
initAttribsForChar (ambush_bug): looking at attribute wall climbing
initAttribsForChar (ambush_bug): looking at attribute bedevilled
initAttribsForChar (ambush_bug): looking at attribute weak minded
initAttribsForChar (ambush_bug): looking at attribute lesserregeneration
execInitAttrib: init lesserregeneration attribute
    on hero_1 of template custom_template_68 (ambush_bug)
initAttribsForChar (ambush_bug): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on hero_1 of template custom_template_68 (ambush_bug)
initAttribsForChar: working on _skgorilla_grodd01 (gorilla_grodd)
initAttribsForChar (gorilla_grodd): looking at attribute solid skeleton
initAttribsForChar (gorilla_grodd): looking at attribute mindless
execInitAttrib: init mindless attribute
    on _skgorilla_grodd01 of template gorilla_grodd (gorilla_grodd)
initAttribsForChar (gorilla_grodd): looking at attribute claws
initAttribsForChar (gorilla_grodd): looking at attribute unheroic
initAttribsForChar (gorilla_grodd): looking at attribute wall climbing
initAttribsForChar: working on _skthe_shark02 (the_shark)
initAttribsForChar (the_shark): looking at attribute rapid metabolism
initAttribsForChar (the_shark): looking at attribute claws
initAttribsForChar (the_shark): looking at attribute cybernetic brain
initAttribsForChar (the_shark): looking at attribute solid skeleton
initAttribsForChar (the_shark): looking at attribute mutatedshark
execInitAttrib: init unheroic attribute inside ['mutatedshark', 'unheroic', 'fasthealing', 'hatemonger'] combo
    on _skthe_shark02 of template the_shark (the_shark)
execInitAttrib: init fasthealing attribute inside ['mutatedshark', 'unheroic', 'fasthealing', 'hatemonger'] combo
    on _skthe_shark02 of template the_shark (the_shark)
execInitAttrib: init hatemonger attribute inside ['mutatedshark', 'unheroic', 'fasthealing', 'hatemonger'] combo
    on _skthe_shark02 of template the_shark (the_shark)
initAttribsForChar: working on hero_2 (atom_smasher)
initAttribsForChar (atom_smasher): looking at attribute jumper
initAttribsForChar (atom_smasher): looking at attribute solid skeleton
initAttribsForChar (atom_smasher): looking at attribute radioactive
initAttribsForChar (atom_smasher): looking at attribute strange visitor
initAttribsForChar (atom_smasher): looking at attribute heavyfooted
execInitAttrib: init heavyfooted attribute
    on hero_2 of template custom_template_69 (atom_smasher)
initAttribsForChar: working on hero_3 (black_manta)
initAttribsForChar (black_manta): looking at attribute tough guy
initAttribsForChar (black_manta): looking at attribute solid skeleton
initAttribsForChar (black_manta): looking at attribute temperature control
initAttribsForChar (black_manta): looking at attribute alkaline
initAttribsForChar (black_manta): looking at attribute jumper
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
hero_0 resisted the primary state attack!
[/spoiler]

M25

Is it all damage swaps, or just that one in particular?

BentonGrey

It's not all swaps, because Baron Vertigo's attacks cause vertigo when I play against him, but I haven't tested widely.  I suppose I should just try a different kind of damage, huh?

M25

If you set M25_USE_REPORTS=1 in m25config.py you should be able to see if the character is even trying to use the swap. 

Also, do the usual - run the FFX control centre to make sure the character is branded correctly.

There is a rare bug in the interface between the AI and FFX where at times the AI will call for a damage swap, but FFX doesn't execute it. 

BentonGrey

Okay, just had a CTD.  I don't have a clue what caused it.  Everything was working fine (a complete first of a mission I wrote working right one the very first outing!) and the game spawned a bunch of baddies, then crashed.  I don't see anything in the script log, but here ya' go:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1197789802.890000
Starting Height Check module 1.4
Starting System Utilities 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
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <bigwater> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\coldcorner.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_hut' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_military_outpost' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'jm_bldg_mil_cold' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\coldcorner.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'GLACIER_MAIN'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=67
storing hero_1: id_1,-67
numberStr=68
storing hero_2: id_2,-68
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 40.0, 1.0, 0.800000011921, (0.40000000596, 0.300000011921, 0.899999976158))
initAttribsForChar: working on hero_1 (batman)
initAttribsForChar (batman): looking at attribute heroic
initAttribsForChar (batman): looking at attribute wall climbing
initAttribsForChar (batman): looking at attribute danger sense
initAttribsForChar (batman): looking at attribute capedcrusaderbat
execInitAttrib: init disciplined attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template custom_template_67 (batman)
execInitAttrib: init presence attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template custom_template_67 (batman)
execInitAttrib: init utilitybelt attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template custom_template_67 (batman)
execInitAttrib: init nimble attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template custom_template_67 (batman)
execInitAttrib: init acrobatic attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template custom_template_67 (batman)
execInitAttrib: init grimresolve attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template custom_template_67 (batman)
execInitAttrib: init ffqtracking attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template custom_template_67 (batman)
initAttribsForChar: working on hero_2 (robin)
initAttribsForChar (robin): looking at attribute capedcrusader
execInitAttrib: init disciplined attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_68 (robin)
execInitAttrib: init utilitybelt attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_68 (robin)
execInitAttrib: init nimble attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_68 (robin)
execInitAttrib: init acrobatic attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_68 (robin)
execInitAttrib: init grimresolve attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_68 (robin)
execInitAttrib: init ffqtracking attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_68 (robin)
initAttribsForChar (robin): looking at attribute wall climbing
initAttribsForChar (robin): looking at attribute nimble
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
initAttribsForChar: working on m25obj_8 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_6 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_4 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_2 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_10 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_12 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_14 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_16 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_24 (league_assassin)
initAttribsForChar (league_assassin): looking at attribute danger sense
initAttribsForChar: working on m25obj_18 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_22 (league_assassin)
initAttribsForChar (league_assassin): looking at attribute danger sense
initAttribsForChar: working on m25obj_26 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_20 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_28 (league_assassin)
initAttribsForChar (league_assassin): looking at attribute danger sense
initAttribsForChar: working on m25obj_30 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_32 (league_assassin)
initAttribsForChar (league_assassin): looking at attribute danger sense
initAttribsForChar: working on m25obj_34 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_36 (league_assassin)
initAttribsForChar (league_assassin): looking at attribute danger sense
initAttribsForChar: working on m25obj_38 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_40 (league_assassin)
initAttribsForChar (league_assassin): looking at attribute danger sense
initAttribsForChar: working on m25obj_42 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_44 (league_assassin)
initAttribsForChar (league_assassin): looking at attribute danger sense
hero_2 resisted the primary state attack!
[/spoiler]

stumpy

Like you said, there don't appear to be any obvious errors in the script.log. The problem may not necessarily be with FFX. Is something else going on that makes you think it's FFX related? Is this a normally scripted mission or an EZScript mission?

It looks like Batman and Robin spawned correctly, then a bunch of freeze_lackeys and league_assassins. Were there any other characters set to spawn? If so, what powers and attributes did they have?

It may be useful to post the ff.log and mission.py files.

M25

I find that the game crashes if there are any FF1 head.nifs in the mesh directories of the characters and they try to speak.


BentonGrey

Whoops, yeah, sorry.  I should have provided more details.  This was an EZScript Batman mission, #7 to be exact.  There were three encounters involved here, or rather, three groups of encounters.  However, they were all the same, just using different markers.  So, the first two ran fine (each one following a different "if" path) but when the third one started, the game crashed.  It could also have been caused by the end of the second encounter, because Batman was taking out the last guy right when the third one started up.  Here is the pertinent area of the script:

[spoiler]#----------------------------------

Encounter: Guard1
Type: Flee the Scene
Villains: freeze_lackey
Marker: compound1
Primary Objective: "Sneak past the guards."
Next: If All Escaped: Raise the Alarm1
Next: If Some Escaped: Raise the Alarm1

Start Cutscene:
Hero1 says, "We've been spotted! We have to take them out before they can alert the others!"

Villain Escapes:
Villain says, "It's the Bat! Raise the alarm!"

None Escaped Cutscene:
Hero1 says, "That was too close..."

#----------------------------------

Encounter: Raise the Alarm1
Type: Hunt
Villains: freeze_lackey, league_assassin, freeze_lackey, league_assassin, freeze_lackey, league_assassin, freeze_lackey, league_assassin, freeze_lackey, league_assassin
Minions: freeze_lackey, league_assassin,
Marker: compound1_alarm1
Next: None

Start Cutscene:
Minion says, "Get them!"

#----------------------------------[/spoiler]

I have already moved on and was testing other missions, but I'll try and reproduce the crash soon.

Epimethee

If it's not indeed a case of a minion's head.nif., don't forget to post that ff.log, at least the last few lines before the world comes to a booming end. :)

Outcast

Just like to ask, how many bugs have been found already that hasn't been fixed yet for FFX 3.2? If any.

I saw a list of bugs that were fixed in the first page of this thread. Not really sure if it's updated though. :unsure:

Well, just curious on how things have progressed so far. :)


HumanTon

I know M25 has made a ton of EZScript fixes and extensions since May....

Monkeyman

Im not sure where to put this, but my ffx3 has not been initiating lately. Not to sound vague, but i havent done anything different or messed with any scripts or dat files. Now when i start up the rumble room, none of the ffx attributes initiate. Any ideas?

stumpy

Monkeyman, make sure you are starting up from the right shortcut (it says something like "Play FFX 3.2"). That's always the first thing to check. If you aren't sure you have the right one, take a peek at this post in the Game FAQ.

Otherwise, we will need more detail to help you out. Make sure you read the second post in this thread for some hints on how to give the information that will get you the quickest answers.

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