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FFX3.2 on windows xp pro 64

Started by bevo, May 31, 2007, 05:53:51 AM

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bevo

Wondering if alot of my AI probs are related to running FFX3.2 on xp pro 64. FFX runs well enough, to a point. I noticed just even running the main program without ffx under ffedit i get msgs like this in my ffedit logfile

"00:00:50.90: FFVTTR Edit: Error - CHeroPage: can't find character
00:00:50.90: FFVTTR Edit: clearing manager
00:00:50.90: FFVTTR Edit: reading database: E:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data\Characters.dat
00:00:50.92: FFVTTR Edit: loaded 215 items
00:00:50.92: FFVTTR Edit: Error - CHeroPage: can't find character
00:00:52.39: FFVTTR Edit: Error - CPowersPage: can't find defence
00:00:52.39: FFVTTR Edit: clearing manager
00:00:52.39: FFVTTR Edit: reading database: E:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data\Powers.dat
00:00:52.39: FFVTTR Edit: loaded 569 items
00:00:52.40: FFVTTR Edit: Error - CPowersPage: can't find defence
00:00:53.11: FFVTTR Edit: Error - CDefencesPage: can't find defence
00:00:53.11: FFVTTR Edit: clearing manager
00:00:53.11: FFVTTR Edit: reading database: E:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\Data\Powers.dat
00:00:53.11: FFVTTR Edit: loaded 77 items
00:00:53.12: FFVTTR Edit: Error - CDefencesPage: can't find defence"

Thats without ffx3.2 added or anything else, clean install. With FFX3.2 I get alot of msgs under attributes in the log refering to almost all attribs missing an Enum.

I have it all installed on a drive E:, but I cant figure how that would matter. The game itself runs fine, even ffx3.2 runs ok, however I noticed that the AI refuses to use specials, If I should try and tweak the m25ai files for heroes, all they want to do is beat eachother and throw ranged and area, and I know its not errors in the m25ai.
They wont even use a simple 'TUseRemedy()', to save themselves from death anymore.

I noticed in the ffxmulti.py alot of the combos are written like this ['powercosmic', 'metastrength', 'invulnerable2', 'solarpowered',], meaning there are spaces after the commas. Does this affect things?   
 
Maybe Could having a ton of Fx and a bunch of custom voices mess with ffx3.2? Anyhow hope this made sense to someone, I tried to cram alot of problems in here.

M25

Run a rumble room session and then look in script.log in your  :ffvstr: directory.  There should be an error message in there.

Did you modify ffxmulti.py or one of the other ffx files?  If so, chances are there's a missing comma or bracket or whatever.

bevo

I uninstalled and reinstalled everything startin from scratch. The only things I had messed with was I turned on all of taskmasters combos, and made one combo myself, very generic and I checked it a zillion times to make sure I wasnt doin somethin wrong. or maybe i did, here it is.

['thor','flier','grimresolve','shakeitoff','heavylifter','flier','invulnerable2'],

I had turned on all the combos that werent turned on, even sorcerer. I noticed some have spaces after commas in my ffxmulti, and others are written with no spaces. Would that screw things up? I didnt change these nor did i put the spaces in. For example:

['olympiangod', 'ffqimmortal','shakeitoff','heavylifter','fasthealing','fastflier'], has one space after ['olympiangod',  thats how it was installed.

thanks for your expertise m25


M25

Spaces outside of the quotation marks shouldn't be an issue.

Did you check your script.log for errors?  It's in the same directory as the ff.log.


bevo

Ya here is my log after reinstalling and removing most of the TM  combos,


:spoiler:>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
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
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
CustomHeadCurrentTime 1180767496.484000
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')
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> C:\Documents and Settings\Administrator\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> C:\Documents and Settings\Administrator\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\Administrator\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', ))
SkirmishSpawnEnemy: custom_vil_0 (mv-fin fang foom, 1049)
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_CITY'
initialising FFX: skirmish=1
mapinfocaliper0 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=46
storing hero_0: id_1,-46
numberStr=47
storing hero_1: id_2,-47
numberStr=48
storing hero_2: id_3,-48
team1 leader set
team2 leader set
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))
3
2
initAttribsForChar: working on custom_vil_0_1 (mv-fin fang foom)
initAttribsForChar (mv-fin fang foom): looking at attribute claws
initAttribsForChar (mv-fin fang foom): looking at attribute flier
initAttribsForChar (mv-fin fang foom): looking at attribute unbeliever
initAttribsForChar (mv-fin fang foom): looking at attribute beautiful
initAttribsForChar (mv-fin fang foom): looking at attribute ffqflawedinvulnerability
execInitAttrib: init ffqflawedinvulnerability attribute
    on custom_vil_0_1 of template custom_vil_0 (mv-fin fang foom)
initAttribsForChar: working on hero_0 (asgardians thor)
initAttribsForChar (asgardians thor): looking at attribute flier
initAttribsForChar (asgardians thor): looking at attribute strongflier
execInitAttrib: init fastflier attribute inside ['strongflier', 'fastflier', 'heavylifter'] combo
    on hero_0 of template custom_template_46 (asgardians thor)
execInitAttrib: init heavylifter attribute inside ['strongflier', 'fastflier', 'heavylifter'] combo
    on hero_0 of template custom_template_46 (asgardians thor)
initAttribsForChar (asgardians thor): looking at attribute thor
execInitAttrib: init invulnerable0 attribute inside ['thor', 'invulnerable0', 'disciplined', 'shakeitoff', 'grimresolve'] combo
    on hero_0 of template custom_template_46 (asgardians thor)
execInitAttrib: init disciplined attribute inside ['thor', 'invulnerable0', 'disciplined', 'shakeitoff', 'grimresolve'] combo
    on hero_0 of template custom_template_46 (asgardians thor)
execInitAttrib: init shakeitoff attribute inside ['thor', 'invulnerable0', 'disciplined', 'shakeitoff', 'grimresolve'] combo
    on hero_0 of template custom_template_46 (asgardians thor)
execInitAttrib: init grimresolve attribute inside ['thor', 'invulnerable0', 'disciplined', 'shakeitoff', 'grimresolve'] combo
    on hero_0 of template custom_template_46 (asgardians thor)
initAttribsForChar (asgardians thor): looking at attribute weathercontrol
execInitAttrib: init weathercontrol attribute
    on hero_0 of template custom_template_46 (asgardians thor)
initAttribsForChar (asgardians thor): looking at attribute boost3
execInitAttrib: init boost3 attribute
    on hero_0 of template custom_template_46 (asgardians thor)
initAttribsForChar: working on hero_1 (avengers vision)
initAttribsForChar (avengers vision): looking at attribute levitate
initAttribsForChar (avengers vision): looking at attribute solarpowered
execInitAttrib: init solarpowered attribute
    on hero_1 of template custom_template_47 (avengers vision)
solar powered characterhero_1 has base energy 5
initAttribsForChar (avengers vision): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on hero_1 of template custom_template_47 (avengers vision)
initAttribsForChar (avengers vision): looking at attribute cybernetic brain
initAttribsForChar (avengers vision): looking at attribute roboticbody
execInitAttrib: init fasthealing attribute inside ['roboticbody', 'fasthealing', 'heavylifter', 'invulnerable2', 'ffqtracking'] combo
    on hero_1 of template custom_template_47 (avengers vision)
execInitAttrib: init heavylifter attribute inside ['roboticbody', 'fasthealing', 'heavylifter', 'invulnerable2', 'ffqtracking'] combo
    on hero_1 of template custom_template_47 (avengers vision)
execInitAttrib: init invulnerable2 attribute inside ['roboticbody', 'fasthealing', 'heavylifter', 'invulnerable2', 'ffqtracking'] combo
    on hero_1 of template custom_template_47 (avengers vision)
execInitAttrib: init ffqtracking attribute inside ['roboticbody', 'fasthealing', 'heavylifter', 'invulnerable2', 'ffqtracking'] combo
    on hero_1 of template custom_template_47 (avengers vision)
initAttribsForChar: working on hero_2 (avengers Sub-mariner)
initAttribsForChar (avengers Sub-mariner): looking at attribute flier
initAttribsForChar (avengers Sub-mariner): looking at attribute heavy lifter
initAttribsForChar (avengers Sub-mariner): looking at attribute solid skeleton
initAttribsForChar (avengers Sub-mariner): looking at attribute disciplined
initAttribsForChar (avengers Sub-mariner): looking at attribute invulnerable
execInitAttrib: init invulnerable attribute
    on hero_2 of template custom_template_48 (avengers Sub-mariner)
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()
67
66
144
143
GetCharacterData: called on non-character _impobj_408, template=pat_fire_hydrant
GetCharacterData: called on non-character _impobj_408_fh, template=ffx_target
GetCharacterData: called on non-character _impobj_92, template=pat_streetlight
GetCharacterData: called on non-character mobjdummy_3, template=portal_start_proxy
team1 leader set
Bullseye on custom_vil_0_1's weakspot!
custom_vil_0_1's invulnerability has been removed!
cshelper: Cutscene [gameover_cs] submitted for playing
cshelper: Now playing cutscene [gameover_cs]
Step 1 of 3
Step 2 of 3
Step 3 of 3
cshelper: Cutscene [gameover_cs] has ended

The only real problems I am seeing anymore is that chars wont use things under AI like Weathercontrol or displacement, if I tweek the AI hero files. Even remedy they quit using, and I dont even touch that, other than that they work great and are doing everything else I tell them to do. If I just run them through your m25 ez AI, they will use all powers. It is after I do tweeking so maybe I am not doin it right, prob not. Here is an example of tweek to the AI. I made for Weather control, trying to make it where only lightning storms are used in battle.

'TWeatherControlHail()',
'TWeatherControlLightning(pct=50,time=3.80,energy=66,mindist=0,maxdist=0,type='enemy',situation=['alone','swarmed'], priority='70')',

even if that is wrong I cant for life of me figure why they wont use 'TUseRemedy()', if I change the script in m25 ai files. They just quit.


M25

OK, I see the issue now.

When you modify the AI, you have to be very careful with your quotation marks. 

'TSomething(subtype='abc')',   will not work, due to the way python reads in the lines.

It should be 'TSomething(subtype="abc")',
Notice that I'm using single quotes around the line and double quotes inside of it.

In other words, use one type of quotes for the whole statement, and another type of quotes inside, and be careful not to mix them up.


bevo

ok thanks m25 for your help ill give this another shot.