Author Topic: One area in specific crashing  (Read 719 times)

Legacy_EzRemake

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One area in specific crashing
« on: October 06, 2013, 01:33:02 am »


               This is going to be a shot in the dark, because I'm asking something pretty general but here it goes.

Is anyone aware of any issues in either CEP, or the toolset, in which a placeable/tileset/sound etc could cause a crash of nwn.exe while playing?

Ive been using CEP 2.4, and I've been going pretty placeable heavy, and I haven't had any problems for the most part except for a recent area I've made, which crashes the PC after they've been in it for about 10 seconds.

Can adding too many sounds cause this, or perhaps maybe a placeable somewhere is clipping into something? I'm really at my wits end and don't know how to go about debugging this.

The information I'm given on a crash is so general that it's not helpful at all and doesn't really point me to the culprit.
               
               

               
            

Legacy_Rogue1618

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One area in specific crashing
« Reply #1 on: October 07, 2013, 03:21:34 am »


               All I can think of is this.
Do you remember the order you placed things in that area?
If so, go backwards removing one thing at a time and saving under a different name.
Each time, run the new file and see if the crash occurs.
When the crash stops, you should have found the problem, either a specific thing you placed or a limit on placeables.

I know, takes a long time but it is all I can think of.
               
               

               
            

Legacy_henesua

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One area in specific crashing
« Reply #2 on: October 07, 2013, 03:36:12 am »


               Perhaps a corrupted model is in the area. I had a similar problem once due to a model I had corrupted. With something as big as CEP it is possible that something is broken.
               
               

               
            

Legacy_Lightfoot8

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One area in specific crashing
« Reply #3 on: October 07, 2013, 04:53:59 am »


               If I am reading it right and it is someones client crashing,  perhaps there Haks  or override does not match the servers.
               
               

               
            

Legacy_kalbaern

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One area in specific crashing
« Reply #4 on: October 08, 2013, 01:10:34 am »


               A handful of the NWN2 buildings in the CEP are uncompiled and can crash some folks. There's a smattering of other placeables with issues as well. Additionally, some of the CEP placeables (mostly buildings) will crash folk when they have shadows enabled and carry a light source.
               
               

               
            

Legacy_EzRemake

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One area in specific crashing
« Reply #5 on: October 08, 2013, 04:24:31 am »


               I've decided to remove CEP altogether because while it is nice to have a HUGE load of options for placeables, I don't like the overall bloat and could do without the issues. I still believe it's possible to make really good looking maps without it.

My problem now is I am having this "loading stutter" from certain placeables, most notably the willow trees. I did some searching around and found some discussion about willow trees lagging, and there was some other stuff about setting them to static, but I can't seem to be able to. I am assuming this is because of their state in the 2da itself.. So what can I do about that?
               
               

               
            

Legacy_Shadooow

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One area in specific crashing
« Reply #6 on: October 08, 2013, 12:00:21 pm »


               

EzRemake wrote...

My problem now is I am having this "loading stutter" from certain placeables, most notably the willow trees. I did some searching around and found some discussion about willow trees lagging, and there was some other stuff about setting them to static, but I can't seem to be able to. I am assuming this is because of their state in the 2da itself.. So what can I do about that?

yes, the 1.69 trees, their appear to be static in toolset but they arent.

Two options:
1) use letoscript/moneo to change static flag on them (not sure it will work without 2DA edit included in CP though)
2) install CP, and then update instances on any tree you have issues with (or simply delete and place again)
               
               

               


                     Modifié par ShaDoOoW, 08 octobre 2013 - 11:01 .
                     
                  


            

Legacy_kalbaern

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One area in specific crashing
« Reply #7 on: October 08, 2013, 03:16:37 pm »


               You can lesson and sometimes eliminate the stutter caused by these trees by ... using more of them at times. Not just the willows, but many of the other TNO trees do it as well. The trick becomes to use them only when you can place one of each type being used on the map near each transition and space them out so that while moving around IG, the PC is never out of view of one instance before they see the next instance. Hope that makes a little sense.
               
               

               
            

Legacy_henesua

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One area in specific crashing
« Reply #8 on: October 08, 2013, 03:59:44 pm »


               

ShaDoOoW wrote...
yes, the 1.69 trees, their appear to be static in toolset but they arent.


ShaDoOoW, are you referring to the static checkbox being checked or to it being greyed out?
               
               

               
            

Legacy_Shadooow

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One area in specific crashing
« Reply #9 on: October 08, 2013, 04:22:38 pm »


               

henesua wrote...

ShaDoOoW wrote...
yes, the 1.69 trees, their appear to be static in toolset but they arent.


ShaDoOoW, are you referring to the static checkbox being checked or to it being greyed out?

i dont recall exact specifics, but issue that caused this was that 1.69 placeables had Static field set in placeables.2da to 0 which caused them not to be static even when toolset shows they are

but its not all, I changed also alll 1.69 placeable blueprints, from what i remember i removed the static field from blueprints entirely so it uses 2da default value properly.
               
               

               


                     Modifié par ShaDoOoW, 08 octobre 2013 - 03:25 .
                     
                  


            

Legacy_henesua

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One area in specific crashing
« Reply #10 on: October 08, 2013, 06:06:04 pm »


               Found the thread on this.

OK. So its not that big of a deal. You can toggle the usable checkbox, and then toggle static, and that works. So yes, that makes building difficult, but the toolset does indicate static correctly when the checkbox is not greyed out. It is the later which was my bigger concern. If the checkbox for static didn't do anything, I was going to get upset.
               
               

               
            

Legacy_EzRemake

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One area in specific crashing
« Reply #11 on: October 08, 2013, 10:38:21 pm »


               I can confirm that making an edit copy with static enabled does work, it just doesn't display properly if you go to look at the placeable again, but it's definitely static.

I did a few test where I would fill an area with default willows, and then remove them and replace them with static willows - all the loading stutter is gone, and the entire area just seems to run much smoother.

Editing the 2da isn't a bad idea, but it doesn't seem like it's 100% necessary, probably just faster than making edit copies of all the trees.