• 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
|

Epimethee

It's too late, sorry.

...Ah, let's do it.

;)

BentonGrey


Epimethee

Quote from: BentonGrey on April 24, 2007, 07:03:54 PM
Em...you're the man.
Thanks! But, let us not forget that this is very, very much a team project... everyone involved is "the man". :)

(And, to tell the truth, I've been the one who slowed down the project in the last few months, a problem compounded by being in charge of the installer, i.e., the final bottleneck. So you know who to blame for the lateness of FFX. :P )

crimsonquill

Ok, I've got something mysteriously weird going on.... FFvsT3R has been working fine as far as I can tell until today. I just made my Ultimate_Wasp and Ultimate_Wasp_Small characters in the character creator and gave my main character the Shapeshifting attribute. I shut down the main program and then open the FFX Control Center to make sure they are properly tagged and then set my Shapeshifting forms there. I go back into the main game and try to use the FFX Power ID Generator - It doesn't show any text at all and then hangs the game completely. I try to use the FFX AI Generator and it shows that it's recognizing the character I put into the Rumble Room but then hangs up completely.

I shut down the game and open the script.log like you requested and found this:

[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 10; branch = Public Beta 2
Loading m25custompowers.py v.3.2.0 build 6; branch = m25 branch 2
Starting System Utilities 1.3
Starting General Utilities 1.0
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 1177635490.156000
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
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
Loading m25aiopt.py v.3.2.0 build 6; branch = m25 branch 2
>>> C:\Documents and Settings\Stewards\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Generate PowerIDs.py executed
>>> C:\Documents and Settings\Stewards\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\Stewards\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Generate PowerIDs.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_AIRFIELD'
initialising FFX: skirmish=1
numberStr=42
storing hero_0: id_1,-42
Traceback (innermost last):
  File "C:\Documents and Settings\Stewards\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Generate PowerIDs.py", line 34, in OnPostInit
    FFX_InitSkirmish()
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffx.py", line 269, in FFX_InitSkirmish
    initialise(1)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffx.py", line 406, in initialise
    FFX_Transformers = getBuiltinTransformers()
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffx.py", line 740, in getBuiltinTransformers
    fxDat = datfiles.Campaign_ReadFX()
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\datfiles.py", line 1242, in Campaign_ReadFX
    pType = ord(npr[375])
IndexError: string index out of range
TIME: 0.003949 for GetMissionVar
! GetMapInfo
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-40.0, 30.0, 1.20000004768, 1.0, (0.800000011921, 0.5, 0.20000000298))
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffx.py", line 665, in initAttribs
    object=initialiseChar(object)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffx.py", line 800, in initialiseChar
    for temp in FFX_Transformers:
NameError: FFX_Transformers
TIME: 0.003483 for AI_UpdateMapInfoStatic
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 'm25enc_simplechoice' has no OnPostInit()
TIME: 0.003366 for AI_UpdateMapInfoStatic
TIME: 0.003367 for AI_UpdateMapInfoStatic
TIME: 0.003409 for AI_UpdateMapInfoStatic[/spoiler]

Okay, Where did the FFX_Transformers error come from? I don't remember it before and it just suddenly appeared as a problem today but was working fine yesterday when I was making new hero files.

I'm stumped... anyone willing to help?

- CrimsonQuill

catwhowalksbyhimself

First of all, are these hero files?  If they are, the Power ID Generator is not even necessary.  In fact, in the case of HF, it does absolutely nothing anyway.

And you did run them through the Control Centre of course?

other than that, I don't know.

M25

It looks like datfiles.py is having trouble reading fx.dat   Have you made any changes to it recently?


crimsonquill

Quote from: M25 on April 26, 2007, 06:52:58 PM
It looks like datfiles.py is having trouble reading fx.dat   Have you made any changes to it recently?

Actually, yeah, I just added a the Classic_Cap_Shield and Patriot_Spinning_Star FX by using the FFEdit program.. but I don't think I messed up any other coding other then what the readme.txt files said to do.

Edit: Wait! I do remember that when I added optic_blast_lefthand that I might have accidently hit the rename button on the optic_blast_hand fx and that might have created the error.

Edit: Ahhh!! Ok, I renamed the deleted the old fx.dat file and renamed the fx.dat.old file to take it's place. And then I checked my saved copy of the bad .dat file and low and behold I added a / in the optic_blast_hand name by mistake. D'OH!  :banghead:

- CrimsonQuill

Epimethee

:thumbup: :balloons: :yipee

The official release of FFX 3.2 is at long last available!

http://ffx.freedomforceforever.com/

Cheers!  :D

BentonGrey

As I said in the other thread, Hooray!!!!

Blitzgott

My would-be favorite feature ("No Minimum Range") doesn't seem to work even on Gold. I don't get any errors on my script.log. Is there something that cane be done?

catwhowalksbyhimself

I don't think it ever worked perfectly all the time anyways.  I'd like to hear if anyone else is having problems, though.

Epimethee

NO MINIMUM RANGE: As far as I can tell, it doesn't do anything, probably because the FF variable this should change cannot be changed on the fly, i.e., must be set before FFX loads. Sadly, even startup plugins don't work . So you'll need to open your  C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\System\localinit.py file in Notepad and add the line

ff.RANGD_MIN = 0

tommyboy

I'm having a problem with Carriers not working in my Mod.
If I have a hypnosis to magnetize swap, I just get hypnosis, etc.
I've taken M25's Firelight Mod, merged my Dats with it, copied in scripts, meshes etc etc etc.
Everything seems set up in FFXCustom.py, and I've checked the swaps in the FFX control centre.
All other FFX stuff is fine, powers, AI etc etc.
The script.log doesn't seem to show an error, just this:
[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 10; branch = Public Beta 2
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 1
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.
CustomHeadCurrentTime 1178886959.083000
Starting Height Check module 1.4
Starting System Utilities 1.3
Starting General Utilities 1.0
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 <pat_dream_fog_effect> has more than one entry for attribute <animated>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <nazihq_storage_crate> has more than one entry for attribute <castShadow>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <ffx_limpetmine> has more than one entry for attribute <avoid>, values 0.000000 and 1000.000000
Campaign_ReadObjects() warning: object template <ffx_flames> has more than one entry for attribute <minForce>, values -1.000000 and 1000000.000000
Campaign_ReadObjects() warning: object template <dark_shaman> has more than one entry for attribute <prestige>, values 30.000000 and 50.000000
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
FFX Mission Plugin 'cutscene_power' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'zombie' imported
FFX Mission Plugin 'firehydrant' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')

then various other stuff...........

then:
clearCarrierRegistration: clearing attribute 'hypnosistocrystallisehero_1' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'stuntomagnetisem25obj_10' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hypnosistomagnetisem25obj_10' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'stuntohypnosism25obj_22' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'stuntogravityincreasem25obj_28' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hypnosistogravityincreasem25obj_28' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hypnosistocrystallisehero_1' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'stuntomagnetisem25obj_10' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hypnosistomagnetisem25obj_10' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'stuntohypnosism25obj_22' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'stuntogravityincreasem25obj_28' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hypnosistogravityincreasem25obj_28' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hypnosistocrystallisehero_1' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'stuntomagnetisem25obj_10' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hypnosistomagnetisem25obj_10' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'stuntohypnosism25obj_22' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'stuntogravityincreasem25obj_28' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hypnosistogravityincreasem25obj_28' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hypnosistocrystallisehero_1' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'stuntomagnetisem25obj_10' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'hypnosistomagnetisem25obj_10' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'stuntohypnosism25obj_22' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'stuntogravityincreasem25obj_28' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'hypnosistogravityincreasem25obj_28' for destroyed object 'mapinfocaliper3'

and later:
clearCarrierRegistration: clearing attribute 'hypnosistocrystallisehero_1' for destroyed object 'm25obj_24'
clearCarrierRegistration: clearing attribute 'stuntomagnetisem25obj_10' for destroyed object 'm25obj_24'
clearCarrierRegistration: clearing attribute 'hypnosistomagnetisem25obj_10' for destroyed object 'm25obj_24'
clearCarrierRegistration: clearing attribute 'stuntohypnosism25obj_22' for destroyed object 'm25obj_24'
clearCarrierRegistration: clearing attribute 'stuntogravityincreasem25obj_28' for destroyed object 'm25obj_24'
clearCarrierRegistration: clearing attribute 'hypnosistogravityincreasem25obj_28' for destroyed object 'm25obj_24'
clearCarrierRegistration: clearing attribute 'OnKBhero_3' for destroyed object 'm25obj_24'
clearCarrierRegistration: clearing attribute 'OnKBm25obj_40' for destroyed object 'm25obj_24'

which crops up a couple of times.
[/spoiler]   

Now, it's possible not all the powers have been registered (or whatever it's called), but the carriers used to work at some earlier point, and I hadn't done the powerID thing then.
Should I be using the "official" FFX (I note that the beta is in Firelight)?
This is happening with human control of the characters (though I AM "swapping" in to control them, so maybe they don't get initialised correctly?)

Any help gratefully accepted.


catwhowalksbyhimself

I had the same problem when trying to upgrade LB to FFX 3.2.  Upgrading is VERY tricky and usually results in the whole thing breaking.  In fact, in the end, m25 did it for me.  I never could get it to work.

tommyboy

OK, I ran the characters in question through the generate power IDs danger room mission, and now alls well. So that was the problem. I must have added enough new powers to break something, and they needed to be re-integrated (or whatever it does).
Hooray for FFX! Boo for my ignorance!

apfarmakis

Not a bug report but a quick question: Why are there multiple entries for some attribs (e.g. summoner) in FFX 3.2? Is it t represent the different grades?

TaskMasterX

Quote from: apfarmakis on May 11, 2007, 10:37:01 AM
Not a bug report but a quick question: Why are there multiple entries for some attribs (e.g. summoner) in FFX 3.2? Is it t represent the different grades?
Yes. It was necessary to seperate the grades to make them viewable in FFX Control Center if the attribute were part of a Combo Attribute.

yell0w_lantern

Rumble Room
Custom character
Receiving a message informing me that Absorb Materials can not be initialized.

Rumble Room
Custom character
Receiving message that can not initialize pheromones in combo attribute.

And these are coming up withOUT opening the console.  :blink:

apfarmakis

How do I make a vehicle as a built-in? I've been trying with no success for a while now. I've given the built-in character the driver attribute, created the built-in vehicle (both in the character and template tab) and set them up in ffxcustom2.py.

Could I get a walk-through because all I'm getting is the vehicle appearing but it cannot be controlled and the script.log doesn't show any errors.

Epimethee

Sorry, Driver/Vehicle is still rather broken (has always been, I think); we should have added a note about it.

apfarmakis

Quote from: Epimethee on May 12, 2007, 05:34:01 PM
Sorry, Driver/Vehicle is still rather broken (has always been, I think); we should have added a note about it.

Does the old code for driver/vehicle work at least? It's such a shame to let such a great attribute go to waste.

catwhowalksbyhimself

The old code is still there.  That attribute is, as far as I know, unaltered from its original release.  Dr. Mike said himself that it wasn't quite finished.

Epimethee

Actually, I patched a couple of bugs (in 3.1.1 or whatever it was named and in FFX 3.2), but the AI bug... well, the 3.2 release was getting quite late by then and AI is not my forte, so I put it on the "too bad" list. :(

wickerman

sorry if this came up before - didn;t see it...

My rumble room sessions never end.  I kill the bad guys and it doesn;t end - or in the case of iron man mode, I kill baddie #1 and no second wave comes.  Just a red arrow where the poor bugger fell to Superman's heat vision  :(

wickerman

ok bit of an update - I wasn't using the ffx rumble room entries - THEY work fine... new problem..  :)

None of the 4 mini-mods works at all.  I pick characters and bad guys and wander around a conflict-less map.  No script ever fires.  Should I be doing something to get it all working?

M25

Probably the first thing to try is a fresh install of FFX3.2.    It sounds like something isn't initializing properly.

wickerman

reinstalled ffx and ffvttr and everything is fine!  thanks m25

M25

Make sure you don't have any old head.nif files from FF1 in with your meshes. 

M25

Quote from: ips on May 31, 2007, 01:37:32 PM
hmmm i don't think any of them have head nifs... where is it looking? just my character's main mesh folder right? copying from there?

Yes, it is looking in the mesh folder for a character. 

HumanTon

How many installed FX does FFX 3.2 support?

I just added some FX and tried Battle In The Rumble Room. FFX gave out and failed to initialize the session. There was an error message in the log (that I foolishly failed to save  :doh:) about some index being out of bounds when initializing FX.

I deleted some unused FX in FFEdit (*not* the FX I had just installed,) tried Battle In The Rumble Room with the same charcters, and everything worked fine again.

My guess is that I hit some limit on the number of FX--if so it would be nice to know what that number is.

|