Author Topic: Need help fixing some issues.  (Read 497 times)

Legacy_Shadooow

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Need help fixing some issues.
« on: December 27, 2011, 04:39:01 am »


               There are several issues I know, but I was unable to fix them myself and I am sure there are custom content creators out there for which these issues will be very easy to fix. At least I hope so.

#1 hellball VFX crashing (model name vff_hellball.mdl) - tried it but without luck, when I decompiled the model via command line model compiler, it crashed game instantly and wasn't possible to recompile it again. I found out that the issue in the model which prevents from being recompiled is a light node in main geometry which has strange values, after I removed them or whole node it stopped crashing immediately and was possible to re-compile but it still crashed sometimes.

The crashing was reported by several players with different graphic cards, so this is not the issue. I created a placeable in my module which continuolsy applied this effect on given location every three seconds in cave tileset (no haks, no override) and after a while crash occured. I didn't find anything common between all crashes I experiences, it looks completely random:blink:

I could probably try removing more and more nodes and hopefully find out the one responsible, but maybe you guys have a better idea as you can work in 3DMax, I do not.

#2 diagonal walls missing vertical filling IMAGE. I know there was discussion about this recently but I didn't learn anything to fix it myself yet.

#3 walkmesh bug in cave tileset IMAGE.

#4 edge tile missing polygons IMAGE. Don't think this is something I can fix in notepad ':blush:'
               
               

               
            

Legacy_Pstemarie

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Need help fixing some issues.
« Reply #1 on: December 27, 2011, 10:18:32 am »


               Hellball VFX should be fixed. The "impact" animation was borked - all the end keys were missing. This isn't really a big deal for position/rotation keys, but a missing rgb key will cause a crash every time.

Hellball VFX Fix

As for the diagonal crypt walls - I cannot duplicate the issue you are referencing. Might be because I'm using the Project Q version of those tiles. Can you provide the model numbers for the tiles you are having issues with - for both the crypt tiles and the other issues you pointed out?
               
               

               


                     Modifié par Pstemarie, 27 décembre 2011 - 10:25 .
                     
                  


            

Legacy_Shadooow

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Need help fixing some issues.
« Reply #2 on: December 27, 2011, 12:22:34 pm »


               

Pstemarie wrote...

Hellball VFX should be fixed. The "impact" animation was borked - all the end keys were missing. This isn't really a big deal for position/rotation keys, but a missing rgb key will cause a crash every time.

Hellball VFX Fix

As for the diagonal crypt walls - I cannot duplicate the issue you are referencing. Might be because I'm using the Project Q version of those tiles. Can you provide the model numbers for the tiles you are having issues with - for both the crypt tiles and the other issues you pointed out?

unfortunately it still crashing, the real crash issue will be somewhere else... ':unsure:'

as for diagonal crypt, if its fixed in Project Q ill take it from there thanks for direction '<img'>
               
               

               
            

Legacy_Pstemarie

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« Reply #3 on: December 27, 2011, 01:19:34 pm »


               

ShaDoOoW wrote...

Pstemarie wrote...

Hellball VFX should be fixed. The "impact" animation was borked - all the end keys were missing. This isn't really a big deal for position/rotation keys, but a missing rgb key will cause a crash every time.

unfortunately it still crashing, the real crash issue will be somewhere else... ':unsure:'


You sure? I just ran a test using both the original model and my fixed version -  using the area OnHeartbeat event while targeting an object AND then the objects location. No crash. Granted it was firing every 6 seconds, not every threee. My fps dropped from 405 idle to 45 at the climax of the effect. Aside from that I'm not seeing anything.

What is this crash specifically you and others are seeing? What happens?

P.S. - I'm testing in a copy of the game that does NOT have Community Patch installed. Did this to kill two birds with one stone: 1) Is it really a VFX issue? AND 2) Is it isolated to Community Patch?

Seems like #2, since I'm not getting it in vanilla NWN...

<EDIT>

Just a thought...since its an FNF effect, you were using DURATION_TYPE_INSTANT in the ApplyEffectAtLocation or ApplyEffectToObject functions correct? If not, that would be the issue most likely...

</EDIT>
               
               

               


                     Modifié par Pstemarie, 27 décembre 2011 - 01:30 .
                     
                  


            

Legacy_Shadooow

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« Reply #4 on: December 27, 2011, 01:43:32 pm »


               It doesn't crash often. At first I thought its tileset or robe from CEP specific, but then I tried this test, a continuos hellball effect each 3seconds on current player location and I tried to run around, casting, attacking etc.

Sometimes it crashes earlier sometimes later. I ran my test module with your effect in override (compiled one) and went afk for three minutes. After I get back, NWN was hanged out with error message.

AppName: nwmain.exe    AppVer: 1.6.9.0    ModName: nwmain.exe
ModVer: 1.6.9.0    Offset: 003dfe8a


try to make a npc with 99 hellbal uses, copy this npc several times around area and make yourself immortal and you will see sooner or later '<img'>

EDIT: yes its VFX issue and its vanilla NWN related. This crash was always there, just rather rare. And im using the nwscript command properly, it crashes with default hellball script.

EDIT2: as I said it crashes on different video cards as well, nvidia 9800GT and ATI HD 4870

EDIT3: its very annoying as on my PW there is a dungeon with monsters using this spell. Each time only one monster is present and he has this spell twenty times, there are three to ten players killing this monster. The bigger party is the more players in faster periodes experiences crashing, but it happen even solo and when that happen you are of course dead after you relog back '<img'>
               
               

               


                     Modifié par ShaDoOoW, 27 décembre 2011 - 02:01 .
                     
                  


            

Legacy_Pstemarie

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« Reply #5 on: December 27, 2011, 01:58:49 pm »


               So its more of a VFX overload issue ':blink:'
               
               

               


                     Modifié par Pstemarie, 27 décembre 2011 - 01:59 .
                     
                  


            

Legacy_Pstemarie

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« Reply #6 on: December 27, 2011, 02:18:33 pm »


               Did what you said and ran it - froze after 7 minutes. I had 10 mages with 99 counts of hellball, all set to immortal along with the PC. Ran the same test again - got to 8 minutes. My game is not freezing on the hellball VFX - it actually froze both times on the casting VFX <><>

               


                     Modifié par Pstemarie, 27 décembre 2011 - 02:18 .
                     
                  


            

Legacy_Shadooow

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« Reply #7 on: December 27, 2011, 02:24:40 pm »


               I tried the casting VFX as well (via removing the script from hellball) and after five minutes with 20 monsters I gave up.

I currently trying this on the hellball VFX applied each 2seconds on current PC location without my character moving and it crashes between 30-60seconds. Its probably somehow connected to the tileset as in the custom tileset of abyss (actually simple rural reskin) it crashes much more often than in cave im trying it now in empty module.

Maybe someone will be able to find out more informations from the memory position the error message thrown.
               
               

               


                     Modifié par ShaDoOoW, 27 décembre 2011 - 02:25 .
                     
                  


            

Legacy__six

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« Reply #8 on: December 28, 2011, 03:51:11 am »


               Regarding the crypt tile issue, as far as I'm aware thats unfixable. I suspect pstemarie has probably just not seen the error, rather than it not being there. NWN can only hide or reveal a whole tile at a time. If a tile is split diagonally, it'll just do the best it can, but the net result is both sides of the diagonal wall will be visible. You could maybe do a fudge with black placeables but it'd be a lot of work to implement with very little real gain.
               
               

               
            

Legacy_Pstemarie

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« Reply #9 on: December 28, 2011, 03:53:11 am »


               

_six wrote...

Regarding the crypt tile issue, as far as I'm aware thats unfixable. I suspect pstemarie has probably just not seen the error, rather than it not being there. NWN can only hide or reveal a whole tile at a time. If a tile is split diagonally, it'll just do the best it can, but the net result is both sides of the diagonal wall will be visible. You could maybe do a fudge with black placeables but it'd be a lot of work to implement with very little real gain.


I thought this may be what was happening in the screenshot - why I asked for tile numbers so I could duplicate the area exactly....
               
               

               
            

Legacy_Shadooow

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« Reply #10 on: December 30, 2011, 07:47:28 am »


               

Pstemarie wrote...

I thought this may be what was happening in the screenshot - why I asked for tile numbers so I could duplicate the area exactly....

its number 173 in default diagonal crypt from this package LINK, maybe you wasn't able to reproduce it since its not vanilla but CC ?
               
               

               
            

Legacy_Lightfoot8

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« Reply #11 on: December 31, 2011, 11:27:33 pm »


               

ShaDoOoW wrote...

I tried the casting VFX as well (via removing the script from hellball) and after five minutes with 20 monsters I gave up.

I currently trying this on the hellball VFX applied each 2seconds on current PC location without my character moving and it crashes between 30-60seconds. Its probably somehow connected to the tileset as in the custom tileset of abyss (actually simple rural reskin) it crashes much more often than in cave im trying it now in empty module.

Maybe someone will be able to find out more informations from the memory position the error message thrown.



The Error being trown is a division by 0 error.    The reasion it is not happening all the time is most likely due to the random number generator that is called shortly before the division instruction.    I do not have any more time to look at this right now,   Unfortunatly It my just be a bug in the engine related to the random number generated. I am currently not sure if there is a simple fix and my lack of knowladge on graphics is not helping much.
               
               

               
            

Legacy_Shadooow

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« Reply #12 on: January 06, 2012, 11:09:50 pm »


               Got another crashing issue, Offset: 003d9fd9

it happens with a specific shifter when he unpolymorphs. Not everytime but also other player who can see this unpolymorph happening (vfx) can crash their clients.

Dont have more details yet, it might as well be caused by my Patch (but I didnt changed poymorph vfx, only script and it happen only with one specific shifter) but I am more inclined to the custom robe model from CEP1 we do use (not sure which) if LightFoot8 can find anything from the offset I would aprreciate it.