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FFX 3.2 Bug Reporting Thread, take II

Started by stumpy, January 31, 2007, 02:58:27 PM

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TaskMasterX

That's good news, IPS. Although, to my knowledge, there never was an Area Blind to Mental Dmg Swap. For a Swap to have an area effect, you can only use Cloak, Empathy, and Displace Image. All other swaps have to be melee, beam or projectiles.

Epimethee

Quote from: ips on July 11, 2008, 11:28:20 AM
hmmm that's not good cause... i'm using my mac in bootcamp and the ~ character (along with number keypad) is not useable in the windows environment with bootcamps drivers... lol
In the better later than never dept.:

:huh: Works for me, and I believe we both have the same basic model, you should be able to get it working. My setup: Bootcamp'ed XP SP2/OS X 10.5, USB alu keyboard (are you using the Bluetooth version, maybe?) with the keyboard language mapping set to "Canadian Multilingual (Apple)" (not that it should matter) – the key to the left of the "1" does the trick. PM me if it doesn't work so we may do a few comparative tests.

Epimethee

Yep, you need to add the line import ff
ff.CON_ENABLE = 1
to your system\localinit.py.

The FR Wiki is our friend. ;)

R.O.M

the absorbing attribute in 3.3 has trouble if you absorb fire. the fire will never leave after it is absorbed. even if you try absorbing something else

legemaine

Hi - I'm new to FFX3 (only played vanilla until recently). Generally most things seem to be working out fine after I made sure I'd 'branded' properly. However, I don't seem to be able to get the utility belt attribute to work. Details below

Tested in standard Rumble Room battle
Custom character 'Captain'
Symptom is that no objects appear at scenario start

Script attached[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.256000
loading cshelper ...
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.3.0 build 3; branch = Gold v.3.3 with Patch
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1223100528.062000
Starting Height Check module 1.4
Starting System Utilities 1.5
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
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
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
Loading m25enc.py v.3.2.0 July 27, 2008
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')
sk: missionobjvar already loaded; resetting mission type to skirmish for mission and object vars
missionobjvar.SetFunctionsByMissionType: isCampaignMission=0, long variable cache has already been written to.
__MISSIONVARS = {'_event_freeroam_initmission': [['FreeroamKBD_StartMission', 0]], '_event_pstory_cutsceneline': [['CutscenePower_CheckPower', 1]], 'heightcheck_sampling_default': (1, 8), '_event_freeroam_exitmission': [['FreeroamKBD_EndMission', 0]]}
__OBJECTVARS = {}
missionobjvar defining functions for Rumble Room play.
ffx3\Missions\Scripts\sk.py importing FFX
ffx3\Missions\Scripts\sk.py loaded
>>> C:\Documents and Settings\Chris\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\Chris\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\Chris\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', 'thug_with_bat', 'schmidt', 'custom_vil_1', ))
try to spawn custom_vil_0
sk.SpawnEnemy: energy for _skcustom_vil_001 (ice_sergeant_extra) changed from 9 to 9
try to spawn thug_with_bat
sk.SpawnEnemy: energy for _skthug_with_bat02 (thug_with_bat) changed from 0 to 0
try to spawn schmidt
sk.SpawnEnemy: energy for _skschmidt03 (schmidt) changed from 0 to 0
try to spawn custom_vil_1
sk.SpawnEnemy: energy for _skcustom_vil_104 (cuban_male) changed from 9 to 0
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_AIRFIELD'
initialising FFX: skirmish=1
numberStr=39
storing hero_0: id_1,-39
numberStr=40
storing hero_1: id_2,-40
! GetMapInfo
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-40.0, 30.0, 1.20000004768, 1.0, (0.800000011921, 0.5, 0.20000000298))
addArrow _sk_arrow _skcustom_vil_001 0 0
initAttribsForChar: working on _skcustom_vil_001 (ice_sergeant_extra)
initAttribsForChar (ice_sergeant_extra): looking at attribute crack shot
initAttribsForChar (ice_sergeant_extra): looking at attribute light speed
initAttribsForChar (ice_sergeant_extra): looking at attribute clumsy
initAttribsForChar (ice_sergeant_extra): looking at attribute ponderous
initAttribsForChar: working on _skcustom_vil_104 (cuban_male)
initAttribsForChar: working on _skthug_with_bat02 (thug_with_bat)
initAttribsForChar (thug_with_bat): looking at attribute timid
initAttribsForChar (thug_with_bat): looking at attribute weak minded
initAttribsForChar: working on _skschmidt03 (schmidt)
initAttribsForChar: working on hero_0 (captain)
initAttribsForChar (captain): looking at attribute utilitybelt
execInitAttrib: init utilitybelt attribute
    on hero_0 of template custom_template_39 (captain)
initAttribsForChar (captain): looking at attribute bodyarmor05
execInitAttrib: init bodyarmor05 attribute
    on hero_0 of template custom_template_39 (captain)
initAttribsForChar (captain): looking at attribute ffqfieldcommander
execInitAttrib: init ffqfieldcommander attribute
    on hero_0 of template custom_template_39 (captain)
initheroic('hero_1', update=0)
initAttribsForChar (captain): looking at attribute acrobaticamateur
execInitAttrib: init acrobaticamateur attribute
    on hero_0 of template custom_template_39 (captain)
initAttribsForChar (captain): looking at attribute nimble
initAttribsForChar: working on hero_1 (alchemoid)
initAttribsForChar (alchemoid): looking at attribute adaptive2
execInitAttrib: init adaptive2 attribute
    on hero_1 of template custom_template_40 (alchemoid)
initAttribsForChar (alchemoid): looking at attribute bedevilled
initAttribsForChar (alchemoid): looking at attribute ffqhighjumper
execInitAttrib: init ffqhighjumper attribute
    on hero_1 of template custom_template_40 (alchemoid)
initAttribsForChar (alchemoid): looking at attribute earthcontrol2
execInitAttrib: init earthcontrol2 attribute
    on hero_1 of template custom_template_40 (alchemoid)
initAttribsForChar (alchemoid): looking at attribute invulnerable
execInitAttrib: init invulnerable attribute
    on hero_1 of template custom_template_40 (alchemoid)
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()
(638.270263672, -244.798492432, 0.027690436691)
(637.375732422, -220.819168091, 0.0100154355168)
(639.164794922, -268.777801514, -0.0189311113209)
(636.481262207, -196.83984375, 1.45865881443)
(640.059265137, -292.757141113, 0.0114045739174)
[/spoiler]

Am I doing something dumb?

Legemaine

stumpy

legemaine, first let me say that was an excellent bug report; you included many important details and the script.log that sometimes take two or three posts to get out of people.

Unfortunately, I don't really see what the problem is. I don't have much experience with UTILITY BELT myself, but I can say that there is nothing in the script.log that looks like an obvious error. I just created a character with the attribute and tested it in the RR (using the battle mode on the prison yard map, alone and with an ally) and it seemed to work fine. There may be some interaction between this attribute and the others that character has, but I don't see what they would be. I gave my test character all the attributes that 'captain' has and it still worked for me.

I assume the other FFX attributes are working for that character and for other characters. Does this work on other maps? If you give the attrib to other characters, does it work?

Previsionary

Don't know if this was reported but...

when M25_USE_SKXCAMERA is set to 1, it does some weird things with a few camera commands such as:

Camera_LookAtObject('minute_man', 50, 100, 100, 0, CPM_HOMING, CA_TRACK)

The height check isn't a problem, but it's the random camera movements (IE: when a character talks, it'll swing around by itself even if another camera command is called) and the lagging behind that makes the function annoying in cutscene situations. Perhaps there's a fix for it or did I do something incorrectly?

Epimethee

Just to be sure, is this with FFX 3.2 or 3.3?

Previsionary


qazwsx

Anyone ever experienced such a debilatating problem? The game becomes unplayably choppy(seemingly frozen) while a message comes up saying: "New civilian/tank: girl run datfiles.campaig
character found with duplicate "complex value" quit and run FFX control centre". And so I did, to no avail multiple times over. One of the older versions never had this problem. New TANK? wtf?

M25

Previsionary:  that is what the kuertee's skx camera functions do.  I think it was intended to give a more dynamic feel to cutscenes.

qazwsx: You have two or more civilian characters with the same 'complex' value.  It's an old problem that running the control centre won't fix, unfortunately.  stumpy had a fix for this... I'll have to dig it up.

Edit:  OK, here it is:

# From the console, enter
#   import datfiles
#   datfiles.Campaign_SetMissingComplexAttribs()
# and that should do it.


To get to the console, make sure you have

import ff
ff.CON_ENABLE=1

in your Freedom Force vs The 3rd Reich\System\localinit.py  file, then press the tilde (~) key.  Type in those lines and it should fix the issue.



Previsionary

yeah, I know what it was meant for...but it kinda wrecked a few cutscenes or made the game super lag with the camera movement commands, so I'm just throwing a warning out there for future reference.

qazwsx

Quote from: M25 on October 23, 2008, 11:16:59 AM
Previsionary:  that is what the kuertee's skx camera functions do.  I think it was intended to give a more dynamic feel to cutscenes.

qazwsx: You have two or more civilian characters with the same 'complex' value.  It's an old problem that running the control centre won't fix, unfortunately.  stumpy had a fix for this... I'll have to dig it up.

Edit:  OK, here it is:

# From the console, enter
#   import datfiles
#   datfiles.Campaign_SetMissingComplexAttribs()
# and that should do it.


To get to the console, make sure you have

import ff
ff.CON_ENABLE=1

in your Freedom Force vs The 3rd Reich\System\localinit.py  file, then press the tilde (~) key.  Type in those lines and it should fix the issue.



Thanks M, the cinematic camera is fantastic, though I wonder why it's able to zoom in beyond -300. By the way, for timed encounters, does the timer take into account pauses?

M25

I didn't write the cinematic camera, but I believe the camera isn't really zooming, its being moved within the program.

The timer should pause if the game pauses. 

qazwsx

>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.256000
loading cshelper ...
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.3.0 build 3; branch = Gold v.3.3 with Patch
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
Loading m25cutscene.py v.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1227268267.640000
Starting Height Check module 1.4
Starting System Utilities 1.5
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
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
Campaign_ReadObjects() warning: object template <waterbig> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
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
Loading m25enc.py v.3.3.04 November 19, 2008
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25pstory.py v.3.3.1; Sept 28, 2008
FFX Mission Plugin 'm25encstory' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
ffx3\Missions\Scripts\sk.py importing FFX
ffx3\Missions\Scripts\sk.py loaded
>>> C:\Documents and Settings\euge\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
Building_GetDimensions() non-fatal error:
    template 'sky_croatia' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'ff_door' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'sky_croatia' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'ff_door' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'CROATIA'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
storing hero_1: id_1,123
Campaign_ReadCharactersFromSavedGame: character <ultimate_beast> has no corresponding object template.
blackbird blackbird blackbird1_object1
hank beast encounter1_ally1
piotr colossus encounter1_ally2
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
initAttribsForChar: working on hero_1 (ultimate_cyclops)
initAttribsForChar (ultimate_cyclops): looking at attribute solarpowered
execInitAttrib: init solarpowered attribute
    on hero_1 of template ultimate_cyclops (ultimate_cyclops)
solar powered characterhero_1 has base energy 3
initAttribsForChar (ultimate_cyclops): looking at attribute crack shot
initAttribsForChar (ultimate_cyclops): looking at attribute ffqlowjumper
execInitAttrib: init ffqlowjumper attribute
    on hero_1 of template ultimate_cyclops (ultimate_cyclops)
initAttribsForChar: working on hank (beast)
initAttribsForChar (beast): looking at attribute acrobatic
execInitAttrib: init acrobatic attribute
    on hank of template beast (beast)
initAttribsForChar (beast): looking at attribute ffqtracking
execInitAttrib: init ffqtracking attribute
    on hank of template beast (beast)
initAttribsForChar (beast): looking at attribute jumper
initAttribsForChar: working on blackbird (blackbird)
initAttribsForChar (blackbird): looking at attribute rapid metabolism
initAttribsForChar (blackbird): looking at attribute beautiful
initAttribsForChar (blackbird): looking at attribute level headed
initAttribsForChar (blackbird): looking at attribute danger sense
initAttribsForChar: working on piotr (colossus)
initAttribsForChar (colossus): looking at attribute solid skeleton
initAttribsForChar (colossus): looking at attribute temperature control
initAttribsForChar (colossus): looking at attribute shake it off
initAttribsForChar (colossus): looking at attribute armoured
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()
Plugin 'm25encstory' has no OnPostInit()

I keep getting a ctd with the beast character. Anyone know where the fault lies?

catwhowalksbyhimself

You're looking for the FFX 3.3 thread.  This is the one for the obsolete 3.2, which you aren't even using.

qazwsx


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