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FFX 3.3

Started by TaskMasterX, July 25, 2008, 02:52:50 PM

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kkhohoho

Sorry for the necro-bump, but I'm having a problem. My installation didn't come with the FFX control centre. I've installed FFX two times, trying to get the file, but it doesn't show up. Would someone be willing to lend me a copy of their FFX control centre?

EDIT: I just discovered that I have it, but it doesn't work.

Epimethee

In case someone has a fix, what exactly is the error?

kkhohoho

I just double click on it, and it gives me the message that I tend to get when a program isn't working right.

"_______ has encountered a problem and needs to close. We are sorry for the inconvenience."

I don't really know what the problem is.

kkhohoho

Sorry for the double post, but I forgot to mention something.

The game isn't installed on the C-Drive and neither is FFX. Does that have to do with anything?

Epimethee

> The game isn't installed on the C-Drive and neither is FFX. Does that have to do with anything?
In theory, it shouldn't, but installs are usually tested on the default drive and path, so going the less travelled path might reveal hidden bugs.

For the FFX crash, it might be due to a conflict between FFX versions (apparently, when scanning the game's subfolders for FFX-compatible mods, the Control Centre doesn't purge data structures from its memory between mods; the differences between FFX version makes it go AWOL). If you have any other mod beside the main \FFX3\ itself, temporarily move mods to a different folder (say Freedom Force vs The Third Reich\All my wonderful mods are hidden here\) before starting the FFXCC.

kkhohoho

Quote from: Epimethee on November 10, 2008, 07:49:18 PM
> The game isn't installed on the C-Drive and neither is FFX. Does that have to do with anything?
In theory, it shouldn't, but installs are usually tested on the default drive and path, so going the less travelled path might reveal hidden bugs.

For the FFX crash, it might be due to a conflict between FFX versions (apparently, when scanning the game's subfolders for FFX-compatible mods, the Control Centre doesn't purge data structures from its memory between mods; the differences between FFX version makes it go AWOL). If you have any other mod beside the main \FFX3\ itself, temporarily move mods to a different folder (say Freedom Force vs The Third Reich\All my wonderful mods are hidden here\) before starting the FFXCC.

I don't have any mods besides FFX3. I used to, but that was the first time I had FF2 installed, and I deleted it eventually. Now, I've reinstalled it. FFX worked the first time, but that was an older version on the main drive on a different computer. I've messed around a bit, (always putting things back in order when I've tried and failed) but I still haven't been able to get the FFXCC working.

kkhohoho

Does anyone know how to get the FFXCC working correctly?

Epimethee

Personally, I'm stuck. Hopefully, someone else will have an idea.

However, I'd suggest for a test restarting in safe mode to make sure no unnecessary programs are running and potentially conflicting with the FFXCC. Are you under Windows XP 32-bits? Which service pack?

kkhohoho

Quote from: Epimethee on November 13, 2008, 06:22:42 PM
Personally, I'm stuck. Hopefully, someone else will have an idea.

However, I'd suggest for a test restarting in safe mode to make sure no unnecessary programs are running and potentially conflicting with the FFXCC. Are you under Windows XP 32-bits? Which service pack?

I don't know which surface pack I have, but I do know that I'm under Windows XP 32-bits. And I don't plan to do a test restarting in safe mode. One time I did something like that resulted in problems that I'd prefer not to discuss. :wacko:

Epimethee

> One time I did something like that resulted in problems that I'd prefer not to discuss.
You certainly know how to pique my curiosity. But you don't need to use safe (or not so safe, apparently) mode; you can just stop all unnecessary processes manually; it's just that terminating the wrong process might force you to reboot.

kkhohoho

So, no-one has an idea? Couldn't someone send me a copy of their FFXCC? Wouldn't that work?

Epimethee

Quote from: kkhohoho on November 16, 2008, 08:06:50 AM
Couldn't someone send me a copy of their FFXCC? Wouldn't that work?
Unless your download somehow got corrupted, extremely doubtful. If the FFXCC works for other users, the problem ought to lie either a) in the interaction between the Control Centre and the FFvsTTR data or b) in the interaction between the Control Centre and other programs. Hence the suggestion to test without other running stuff first to eliminate cause b).

BTW to know which service pack you have (a rather essential info for security and compatibility), right-click on My Computer. Under the "general" tab, check system. If it doesn't indicate the service pack, you have the initial version of XP (which is almost a synonym for being infected with spyware etc.)

kkhohoho

Here's a question: Do I need both FFX and the FFXCC to play mods? If I just need FFX to play mods, then I won't have a problem, since I only reinstalled FF2 to play both existing mods and Benton's upcoming DCUG mod.

Previsionary

Quote from: kkhohoho on November 17, 2008, 01:38:28 PM
Here's a question: Do I need both FFX and the FFXCC to play mods? If I just need FFX to play mods, then I won't have a problem, since I only reinstalled FF2 to play both existing mods and Benton's upcoming DCUG mod.

You don't need either installed to play mods. FFX 3 is treated as a mod itself. Any mod that is FFX reliant should already have the necessary files to activate it within the mod. There's no real reason to use the control centre in a mod unless it has an option of allowing you to add in custom characters, me thinks.

kkhohoho

Quote from: Previsionary on November 17, 2008, 01:49:00 PM
Quote from: kkhohoho on November 17, 2008, 01:38:28 PM
Here's a question: Do I need both FFX and the FFXCC to play mods? If I just need FFX to play mods, then I won't have a problem, since I only reinstalled FF2 to play both existing mods and Benton's upcoming DCUG mod.

You don't need either installed to play mods. FFX 3 is treated as a mod itself. Any mod that is FFX reliant should already have the necessary files to activate it within the mod. There's no real reason to use the control centre in a mod unless it has an option of allowing you to add in custom characters, me thinks.

Thanks. Now I start playing the game again.

Epimethee

Quote from: ips on November 17, 2008, 08:07:29 AMi'm having a problem getting driver and vehicle working ... i get an error "unable to initialize attribdriver" or something to that effect. thoughts anyone? does this attrib work now (i know it didn't a while before)?
If you're using FFX 3.3, it ought to. The usual questions: are your characters branded through the FFXCC? IDo you have th script.log? What's the content of ffxcustom2.py  FFX_DRIVER_CUSTOM and FFX_VEHICLE_CUSTOM?

Quotealso, while testing one of my characters out... limited flight doesn't seem to be working right either. it appears to take a small fraction of energy off when initially used but after that it doesn't appear to consume any energy.
May not work correctly anymore, but I think its the first bug report to that effect since FFX 3.0. I'll have to test, I guess. Bump this if I don't get back to you soon enough.

Epimethee

It looks either like the vehicle doesn't get spawned at all or the game engine is overworked and finishes spawning it too late. The latter happened a few times when coding various attributes; sometime moving a function a line or two (and thus delaying spawn processing by a few tens of thousandths of seconds) solved it. Does it happen systematically, even on a low overhead situation (ex.: just started FFvsTTR (ideally rebooted), no other program running, Airfield map, a single hero vs. a single thug)?

You may also edit ffx.py (backing up first, of course) to get a more meaningful error message. Old function:

def initdriver(char,update=0):
    #find their vehicle
(...)
    else:
        Mission_StatusText('driver attribute error: invalid method %s' % method)
        print 'driver attribute fatal error:'
        print "    '%' is not a valid interface method name" % method
        return
    cshelper.spawn(name, template, pos)
    if (method == 'away') or (method == 'spawn'):
(...)

New code:

def initdriver(char,update=0):
    #find their vehicle
(...)
    else:
        Mission_StatusText('driver attribute error: invalid method %s' % method)
        print 'driver attribute fatal error:'
        print "    '%' is not a valid interface method name" % method
        return
    cshelper.spawn(name, template, pos)
    if Object_Exists(name):
        print "ATTRIBUTE DRIVER: vehicle %s of template %s has been spawned" % (name, template)
    else:
        raise "ERROR: ATTRIBUTE DRIVER: vehicle %s of template %s not spawned" % (name, template)
    if (method == 'away') or (method == 'spawn'):
(...)



Epimethee

Thanks for the test, IPS. Does it work if you try spawning the vehicle manually? From the in-mission console, type
Object_SpawnAt('dcu batjet', (0,0,0), 'vehicle1')

Mystik

ips is your vehicle built in or a custom?

Mystik

i ask because i never use custom and the attribute always works for me. try using  a built in batmobile

Mystik

ok humor me and create a character called "cat jalopy" tell me what happens

Mystik

create a built in character and template in ffedit and name it cat jalopy

Epimethee

> also i have to figure out what setting it is that controls the running over of pedestrians since it keeps killing batman before he can board it.

If you're using the tank template, that's hard-coded to it. The game has a Crusher property for this exact purpose, but it was instead implemented directly in the object class.

Mystik

if you copied the the copied the tank template make you changed the class (in templates tab) from Obj_tank to Obj_hero that might help