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m25's Ai Generator and Power ID Generator Maps Missing

Started by graver, September 30, 2007, 10:51:54 PM

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graver

I'm not too sure what I'm doing wrong but I can't get either the power id generator or the ia generator to work in the rumble room.  I could select that i would like to play / use them but no maps come up in the map selection box which prevents me from going any further.

I reinstalled ffx 3.2 just to make sure and the problem still persists.  Is there a step that I must do first to get them to work, some file I need to edit, a variable I need to set?

Thanks :)

Oh, and I noticed another odd behavior with the game.  I don't know if this has anything to do with the above problem or not, but I figured I would mention it just in case.

Any custome character that I create will have all powers in all their teirs availeable to them in a campaign mission from the get-go no matter what I set their start level at.  If I gave a custome character 5 powers in tier A and 4 powers in tier B but set each Start Number to one, they would still start a campaign with 5 A powers and 4 B powers. 

If the character was already built in (such as the original characters) then they would always start a campaign with their default start number no matter what i set it to.  For instance, Ironox has 5 powers per tier and a Start Number of 3 in each tier.  If I were to set those numbers to 2, he would still start a campaign with 6 total powers, if I set it to 1, still six powers, etc.

I don't know if this oddity is related to the missing maps or not, but I'm more inclined to think it might be a result of not being able to run the power id generator.

Figured I would mention it though.

And just in case it might be of some help, here is the ff.log.  I'm not not too sure why most all of the custom attributes aren't mapped to a bitset enum (what ever that might mean) but that might have something to do with this odd little problem?

Either way, this log was generated simply by starting the game up and going into the rumble room area, looking at the power id generator that I can't play, and then exiting the game.

[spoiler]00:00:00.68: FF: CInterpreter::init() completed
00:00:00.68: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;)
00:00:00.68: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe)
00:00:00.84: FF: CRender: creating DX9 renderer
00:00:00.85: FF: CRender: trying to render in 32 bits
00:00:01.53: FF: DepthStencil is D3DFMT_D24S8
00:00:01.61: FF: CResourceTrackerTree: Generating index file Custom_Art_library_characters.dat
00:00:01.64: FF: CResourceTrackerTree: Generating index file Custom_Missions.dat
00:00:01.66: FF: CResourceTrackerTree: Generating index file Custom_Art_library_area_specific.dat
00:00:01.69: FF: ERROR! RPGA attribute bulktp is not mapped to a bitset enum!
00:00:01.69: FF: ERROR! RPGA attribute overheated is not mapped to a bitset enum!
00:00:01.69: FF: ERROR! RPGA attribute metashieldp is not mapped to a bitset enum!
00:00:01.69: FF: ERROR! RPGA attribute superleaper is not mapped to a bitset enum!
00:00:01.69: FF: ERROR! RPGA attribute invulnerable0 is not mapped to a bitset enum!
======================================================================
cut out most of the attribute errors, they's all the same, one for each attribute... it was just too long for one post ;)
==========================================================================
00:00:01.73: FF: ERROR! RPGA attribute ffqempathnormalrange is not mapped to a bitset enum!
00:00:01.73: FF: ERROR! RPGA attribute ffqaimisandre is not mapped to a bitset enum!
00:00:04.93: FF: CInterpreter::init() completed
00:00:04.93: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp;C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\Teen_Squadron\missions\scripts;)
00:00:04.93: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe)
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 1191229496.828000
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')
initialising FFQ_initialiseExtras()
00:00:31.79: FF: CObjectTemplateDataMgr::term()
[/spoiler]

stumpy

The issue with the powers and tiers of custom characters is just how they work. Customs are dfferent from built-ins. A recruited custom has the powers you bought when you designed him, at whatever levels you bought them. A built-in starts with a set number of powers from each tier available, the last at level 1 and the earlier ones at level three (assuming they are powers with levels). You can't exactly get a custom to work like a built-in in this regard, but you can plan out his powers and save that custom as a different character (I have characters saved in pairs like that, e.g. "Mr Zap" and "Mr Zap - done") and then you buy the powers and levels once the recruited custom has earned XP in the campaign. There is no way to make sure a recruited custom buys his powers up to level three before buying the next one, aside from simply deciding to wait when spending CP.

It's fine to have deleted the "bitset enum" errors for brevity (though the fact that they are there is an indication that the game was started from the right shortcut). In addition to the ff.log that you posted, you also want to post your script.log and ff.err files (or mention if they are completely empty). Those may contain information on errors any of the modules may have encountered when loading.

Also, as a workaround, try loading a different RR session, like a "Battle in the Rumble Room" and let us know if any maps come up for that. Sometimes loading that RR will allow the others to load after...

M25

You didn't miss a step.  FFX should work 'out of the box'.  The AI generator doesn't require special maps.  If you are experiencing multiple problems with the game itself (apart from ffx), then a re-install of the game may be in order.


graver

Hey, thanks for the fast response! :D

Okay, the ff.err was empty but here is the script.log though I didn't notice any thing screaming error in it... seems like, according to it, everything went along nice and smooth.

script.log: [spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ARENA.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ARENA_TEAM.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\DEATHMATCH.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\DEATHMATCH_TEAM.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\DESTRUCTION.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\LEADER.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MASSACRE.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MASSACRE_TEAM.PY executed
>>> def MP_IsTeamGame():
    pass

>>> def MP_GetShortDescription():
    pass

>>> def MP_GetLongDescription():
    pass

>>> def MP_IsStoryModeOnly():
    pass

>>> def MP_IsLeaderGame():
    pass

>>> def MP_NeedsTargetChoice():
    pass

>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\TAG.PY executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Example - Allies.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Example - Allies.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Epic Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Epic Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Free For All.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Free For All.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Team Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Team Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cMiniMod Generate Captions.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cMiniMod Generate Captions.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_alien.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_alien.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_all.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_all.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_all.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_all.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_all (new).py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_all (new).py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_thug.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\ia_thug.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\im_alien.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\im_alien.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\rt_alien.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\rt_alien.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\rt_axis.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\rt_axis.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cMiniMod Generate Captions.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cMiniMod Generate Captions.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Spy Games.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Spy Games.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod testers.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod testers.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\graveboy\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed[/spoiler]

I went ahead and looked through all rumble room sessions (something which I'm ashamed I hadne't done... I just assumed...) and noticed something odd.  It seems the vast majoraty of them will not work due to this missing map thing.

Those that have no maps:
all Action
all Ironman
all Race
all Battle
all m25
all Tools except for Ez Script caption Generator

Those that work
Ezscript minimod's
Campaign

Here's a screen shot just of what I'm talking about as well
http://i9.photobucket.com/albums/a68/Absinthium/screne.jpg

It appears that i might be missing something vital  :blink:

Oh, and as for the issue with the powers and tiers, I wasn't working with a custom character (sorry if I wasn't all that clear).  I had made a character directly in FFEdit in an attempt to make a new built-in.  There, I would give him 5 powers in each tier and set the starting level of each tier to 1, but he would enter the game with all 5 powers from each tier.  I even messed around with the built-ins... Ironox to be specific, and in FFEdit I changed his Start Level for power tier a and b from 3 to 2, but he still began the campaign with three powers from each tier.

Either way, I'm starting to think that the power tier issue isn't related to the missing map issue.  Maybe it's a result of not being able to refresh the power id's?  I had made 9 new powers in FFEdit but have not been able to run the power id mod to reorder the power id's or what ever it does exactly (I'm still not too sure, but I figure it's a touch important and the doc's said I needed to run it  :wacko: ).  Hell, it might be related to this chunk of code I found in chardata.py

# For a given character, returns a list of all of that character's
# melee powers.  If ignoreBought is 0, then (for built-in characters)
# it returns the power even if has not been bought yet.
def Character_GetMeleePowers(char, ignoreBought=0):
##    tstart = time.clock()
    cdata = GetCharacterData(char)
    powers = []
    for pname in cdata['powers'].keys():
        if ignoreBought or ( cdata['powerLevels'][pname] > 0 ):
            power = cdata['powers'][pname]
            if ( 'PowerType' in power.keys() ) and ( power['PowerType'] == PT_MELEE ):
                powers.append(power)
##    print 'Character_GetMeleePowers: (no PD) %s %s %s time=%5.4f' % (char,PT_DAMAGES_BLOCKED[damage_type_blocked],PT_MODES_BLOCKED[attack_modes_blocked],(time.clock()-tstart))
    return powers

If that chunk (and some others) is getting used to do something like populate a characters powers on mission enterance or something (I honestly don't know how most of this really works... I feel like a drunk chimp trying to repair a computer with a hammer and a bottle of elmers glue) and the ignoreBought=0 isn't being changed at function call, then that would be doing it.  However, if that's the case, I don't know why it's not doing so for the built-ins that i didn't create.  I just keep going back to thinking that, some how, it has to do with my inability to run the Power ID generator.

Any thoughts or suggestions on any of this is greatly welcomed!

Either way, I'll do as m25 suggested and do a complete clean reinstall.  I'll let you guys know if that works.

Boalt92

I'm not trying to insult your intelligence, BUT ...

Regarding the built-in characters:
1) Did you make sure your Primary Data Path in FFedit was pointed toward your "FFX3" folder, and that your secondary data path is pointed toward your "data" folder?

2) Did you check the campaign only box?  I seem to recall having issues with the tiers unless that was checked  :unsure:.  This also means, however, that the character is unavailable for the Rumble Room.  It also means they are irrelevant in the Rumble Room as you can't train your characters.

3) There are two entries for most of the built-ins (one campaign, one for mp).  Make sure you are adjusting the "campaign-only" one.

4) I also had trouble trying to make changes DURING a campaign.  I had to make the changes, then RESTART the campaign from the beginning to get them in-game (it was really annoying!).


Sorry i can't help you with the maps....at the very least you should see the 10 default MP maps when you choose a rumble room session.

Hope this helps some.

B92

stumpy

The RR AI Generator problem has to be bad or corrupted map installs or something.  I agree that a game re-install is the most likely fix. I would back up any downloads and meshes you've added (and any HERO files you want to keep), uninstall the game, make sure the old game files are gone, then re-install.

graver, just as a clarification on terminology, a custom character is one you build using the in-game character editor (or one of the out-of-game ones) that creates or modifies data stored in a HERO file. He will be available in any mod. A built-in character is one created or edited using FFEdit, whose data is stored in the DAT files. He is available only in the mods whose DAT files list him. A common point of confusion is thinking that a built-in you have added yourself (as opposed to one of those like Minute Man who came with the game) is a custom. I kinda wish IG had chosen different terminology, but that's what we have: any DAT files character is a built-in and any HERO file character is a custom.

Boalt92, since graver can see the character at all, I am guessing that he had the right path in FFEdit. Maybe it got changed and he didn't notice, but that's not my best hunch.

The most likely issue is what you mention in #4, that a change is being made in FFEdit to a character in a campaign, but no change is being seen in the character because the character was already loaded from a saved game which took his data from the DAT files when the campaign was first started. When you start a campaign, the game reads all the built-in character data (including the names of powers the built-ins have, but not the power info itself) from the DAT files (the ones FFEdit modifies). After that, his data is stored in the saved game files and changes to the DAT files via FFEdit will not be reflected in the game until the next time a campaign is started.

It can be a pain to restart a campaign to see those changes take place, especially for characters (like Iron Ox or Supercollider) who do not show up until later. I wrote some code that updates the saved game files for built-in with some of the current DAT info, but the code isn't good enough for general release.

Anyway, graver, when you make changes to a built-in character, you have to restart the campaign to see them. You can speed things up by using the Mission_Win() function to zip through missions if you are making a change and want to get back to where you were in the campaign before. If you are looking to use Mission_Win() to skip back to where you left off in a campaign but want to restore the characters XP to where they were before, you can use the ShowXP() function (that installs with FFX 3.2) to see the recruits' XP before you restart, then save after you Mission_Win() your way back to where you were, then use ShowXP() again to see what their XP is now and use Campaign_AddCP() to restore the difference.

Also, for testing purposes, you can always start a campaign and test a character in the first mission using the spawn() function from the console. E.g.
spawn('my_character', 'my_character', 'alchemiss')
will spawn the FFEdit character whose template name is "my_character" at alchemiss' current position (assuming you are playing the FFX3 campaign where alchemiss is an object in the first mission).


graver

Hey all, thanks for the replies!  You've really helped me out!

First off the reinstall worked.  It looks like the maps were just some how corrupted... I did do a lot of downloading in a mad spree a few days ago  :oops: but after installing and testing things each step of the way, the maps are back :D

As for the power tier problem I was having, Boalt92, don't worry, you didn't insult my inelegance... even if you made me feel real stupid ;)  The paths were fine (I had changed them, redone them, redone them a 3rd time in testing to try and track this thing down) and I wasn't changing them after a campaign was under way.  I test everything out in a campaign of one level consisting of blank terrain and what ever characters i need to test already tossed onto it with FFEdit.  The problem turned out to be that damned little box!  Campaign only... I should have figured that one out (though why I couldn't change Ox is puzzling). 

Either way, with that box checked, things work as they are supposed to  :thumbup:... and I'll make sure I'm more careful with my syntax to avoid confusion in the future :)

Thanks!

Epimethee

Quote from: stumpy on October 01, 2007, 02:04:36 PMI wrote some code that updates the saved game files for built-in with some of the current DAT info, but the code isn't good enough for general release.
Been playing with reloadChar()? There are still interesting possibilities there, even if what works and what doesn't is a bit weird (for me anyway). I'd be curious to hear more on your save game update code. :)

</threadjack>

Good that you've been able to solve the problem, Graver. :D