Freedom Reborn

Freedom Force Forums => Mods => Topic started by: Epimethee on December 23, 2008, 04:13:10 AM

Title: FFX Bug Reports
Post by: Epimethee on December 23, 2008, 04:13:10 AM
Continuing the thread archived at http://freedomreborn.net/archive/index.php?topic=40930.0

(The following was originally posted by Stumpy)

If you are having trouble with [FFX 3.x]:




When reporting problems in the FFX beta (and this generally applies to getting a wide variety of technical help in the game), please:


Some of those suggestions will seem pretty basic and some will not, but they will generally let the people who try to help you diagnose what is going on faster and in fewer post-and-reply steps here on the board. That can be especially handy as people sometimes have a little time to help with a problem, but if they can't figure out what it is and have to ask for more info, they may not be able to look into it again right away after the new info is posted. The more and better information you get out in the first place, the more likely someone will be able to help you out the first time through.
Title: Re: FFX Bug Reports
Post by: BentonGrey on January 19, 2009, 04:02:52 AM
Howdy guys, got a little bit of a problem that I can't solve.  Apparently some FFX attributes that were previously working with the DCUG are no longer functioning.  I don't know at what point they started having problems, but it was apparently at some point before I packed it up, as the release version is exhibiting the same issues.  So far Ropeswinger and Mass Control are having issues.  I haven't tested Rope Swinger yet, but I get this for Mass Control, which does nothing visible in game:

Spoiler
initAttribsForChar: working on hero_1 (martian_man)
initAttribsForChar (martian_man): looking at attribute martian
execInitAttrib: init disciplined attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_1 of template custom_template_68 (martian_man)
execInitAttrib: init invulnerable0 attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_1 of template custom_template_68 (martian_man)
execInitAttrib: init toughguy2 attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_1 of template custom_template_68 (martian_man)
inittoughguy2: char=<hero_1>
inittoughguy2: initializing for hero_1
execInitAttrib: init guardianm attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_1 of template custom_template_68 (martian_man)
initAttribsForChar (martian_man): looking at attribute flier
initAttribsForChar (martian_man): looking at attribute heat sensitive
initAttribsForChar (martian_man): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on hero_1 of template custom_template_68 (martian_man)
initAttribsForChar: working on hero_0 (martian_mann)
initAttribsForChar (martian_mann): looking at attribute martian
execInitAttrib: init disciplined attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_0 of template custom_template_67 (martian_mann)
execInitAttrib: init invulnerable0 attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_0 of template custom_template_67 (martian_mann)
execInitAttrib: init toughguy2 attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_0 of template custom_template_67 (martian_mann)
inittoughguy2: char=<hero_0>
inittoughguy2: initializing for hero_0
execInitAttrib: init guardianm attribute inside ['martian', 'disciplined', 'invulnerable0', 'toughguy2', 'guardianm'] combo
    on hero_0 of template custom_template_67 (martian_mann)
initAttribsForChar (martian_mann): looking at attribute flier
initAttribsForChar (martian_mann): looking at attribute heat sensitive
initAttribsForChar (martian_mann): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on hero_0 of template custom_template_67 (martian_mann)
initAttribsForChar: working on hero_2 (batman)
initAttribsForChar (batman): looking at attribute heroic
initAttribsForChar (batman): looking at attribute wall climbing
initAttribsForChar (batman): looking at attribute danger sense
initAttribsForChar (batman): looking at attribute capedcrusaderbat
execInitAttrib: init disciplined attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_69 (batman)
execInitAttrib: init presence attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_69 (batman)
execInitAttrib: init utilitybelt attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_69 (batman)
execInitAttrib: init nimble attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_69 (batman)
execInitAttrib: init acrobatic attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_69 (batman)
execInitAttrib: init grimresolve attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_69 (batman)
execInitAttrib: init ffqtracking attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template custom_template_69 (batman)
initAttribsForChar (batman): looking at attribute driver
execInitAttrib: init driver attribute
    on hero_2 of template custom_template_69 (batman)
initAttribsForChar: working on _sknazi_rifleman01 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on _sknazi_rifleman02 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on _sknazi_rifleman03 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
AI: SetupAI() - setting ai for form_1 ('batmobile_veh')
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 'm25encexit' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_reqchar' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Plugin 'm25encstory' has no OnPostInit()
initAttribsForChar: working on form_1 (batmobile_veh)
initAttribsForChar (batmobile_veh): looking at attribute grim resolve
initAttribsForChar (batmobile_veh): looking at attribute ponderous
initAttribsForChar (batmobile_veh): looking at attribute disciplined
initAttribsForChar (batmobile_veh): looking at attribute acidblood
execInitAttrib: init acidblood attribute
    on form_1 of template batmobile_veh (batmobile_veh)
initAttribsForChar (batmobile_veh): looking at attribute vehicle
execInitAttrib: init vehicle attribute
    on form_1 of template batmobile_veh (batmobile_veh)
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\ffx.py", line 7983, in OnMassDown
    Object_PlayEffect(char,'effect_ffx_density','',FX_TRACK_OBJECT_POS)
RuntimeError: Object_PlayEffect(): Effect NIF not found - effect_ffx_density
AI: AISetRunning form_1 to 0
AI: _sknazi_rifleman01:'nazi_rifleman' hunting 'hero_2'
AI: _sknazi_rifleman02:'nazi_rifleman' hunting 'hero_2'
AI: _sknazi_rifleman03:'nazi_rifleman' hunting 'hero_2'
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\ffx.py", line 7961, in OnMassUp
    Object_PlayEffect(char,'effect_ffx_density','',FX_TRACK_OBJECT_POS)
RuntimeError: Object_PlayEffect(): Effect NIF not found - effect_ffx_density
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\ffx.py", line 7961, in OnMassUp
    Object_PlayEffect(char,'effect_ffx_density','',FX_TRACK_OBJECT_POS)
RuntimeError: Object_PlayEffect(): Effect NIF not found - effect_ffx_density
AI: _sknazi_rifleman01:'nazi_rifleman' hunting 'hero_2'
AI: _sknazi_rifleman02:'nazi_rifleman' hunting 'hero_2'
AI: _sknazi_rifleman03:'nazi_rifleman' hunting 'hero_2'
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\ffx.py", line 7961, in OnMassUp
    Object_PlayEffect(char,'effect_ffx_density','',FX_TRACK_OBJECT_POS)
RuntimeError: Object_PlayEffect(): Effect NIF not found - effect_ffx_density
Title: Re: FFX Bug Reports
Post by: kkhohoho on January 19, 2009, 06:11:26 AM
Even after you 'fixed' MiS, it still doesn't work. Now the problem is that after the opening text boxes, the screen stays black, and nothing happens. :mellow:
Title: Re: FFX Bug Reports
Post by: BentonGrey on January 19, 2009, 03:48:53 PM
Okay Kk, could you do me a favor?  I've tested it, and it is working fine for me, so I need some more details.  Could you go to the Bug Report thread and post your script.log?

Also, I made a mistake and left two things out of the update, so everyone make sure to download Update2 again.  There is a mission file for JLA #2, and a new objects.dat, which will also help that mission.
Title: Re: FFX Bug Reports
Post by: TaskMasterX on January 19, 2009, 06:48:00 PM
From looking at your script.log, BG, it looks like effect_ffx_density is missing from the Resources tab in FFEdit. Or, if it is there, then maybe the .nif file it's pointing to is missing?
Title: Re: FFX Bug Reports
Post by: BentonGrey on January 19, 2009, 07:00:55 PM
Hmm, my FFX fx folder had disappeared...weird.  Anyway, I think it will probably work now.  I'll try and test ropeswinger later.
Title: Re: FFX Bug Reports
Post by: Blitzgott on January 21, 2009, 02:06:47 AM
The AI is not working right in Epic Mode. The enemies only attack buddies, and after they defeat them, they just stand around doing nothing.

Script.log:

Spoiler
Traceback (innermost last):
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 485, in AICheckTimer
    if AISpecialState(char):
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 622, in AISpecialState
    AISupport_DoMove(char, Target_GetCurrentTarget(char), 'move', 0, FindRandomPoint(char,mindist=100), js.Get_ObjectPos(char), TACTIC_PRIORITY_CRITICAL, 2, desc='panicked run')
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 4877, in AISupport_DoMove
    m25event.SetTimer(arrival_time/2,'AICheckNotMoving',char,target,user=1024*priority+GetAITimeStamp(char))
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25event.py", line 132, in SetTimer
    js.Event_RegisterSink(js.EVENT_TIMER, function, string1, string2, time, user, 0)
RuntimeError: Event_RegisterSink(): expects args {iss|sfff}
Traceback (innermost last):
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 485, in AICheckTimer
    if AISpecialState(char):
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 622, in AISpecialState
    AISupport_DoMove(char, Target_GetCurrentTarget(char), 'move', 0, FindRandomPoint(char,mindist=100), js.Get_ObjectPos(char), TACTIC_PRIORITY_CRITICAL, 2, desc='panicked run')
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 4877, in AISupport_DoMove
    m25event.SetTimer(arrival_time/2,'AICheckNotMoving',char,target,user=1024*priority+GetAITimeStamp(char))
  File "D:\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25event.py", line 132, in SetTimer
    js.Event_RegisterSink(js.EVENT_TIMER, function, string1, string2, time, user, 0)
RuntimeError: Event_RegisterSink(): expects args {iss|sfff}
Title: Re: FFX Bug Reports
Post by: C4 on February 08, 2009, 09:28:08 AM
I have upgraded my mod to the newest release of FFX and get this:

>>> system/init.py executed
>>> system\tredir.py executed
Traceback (innermost last):
  File "C:\Users\Chris\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py", line 5, in ?
    from ffx import *
SystemError: com_addbyte: byte out of range

Edit:

I searched on the web and found this:

Re: compiling long strings crashes (PR#32): msg#00038
python.bugs


Subject:  Re: compiling long strings crashes (PR#32)


Ricardo> Running python with this file crashes with the message:
Ricardo> SystemError: com_addbyte: byte out of range

Ricardo> We are having this kind of error when compiling big files.
Ricardo> With other kind of strings the file can be of 1Mb more or less
Ricardo> to make it crash.

Ricardo,

This is a known limitation of the Python byte code format, which is unlikely
to get lifted before the Python 2.x release (which is far enough off you
shouldn't wait for it to cure this problem). Offsets are only 16 bits long,
so the largest a .pyc file can be is 64kbytes. You'll have to modify your
program to either split the files into multiple pieces or initialize the
strings by reading them from a non-bytecode file.that contains the raw
string data, e.g., in bigstring.py you could have:

bigstring = open("bigstring.txt", "rb").read()
Title: Re: FFX Bug Reports
Post by: TaskMasterX on February 08, 2009, 01:34:30 PM
This issue has been known about by the FFX team for awhile now. It's the reason why the ffx2.py file was created. New Power Swaps were moved into that file because there was no more room in the ffx.py file. Also misc. functions were moved there as well. To fix the issue try moving some Power Swaps or misc. funtions (just not any init<attributename> functions for attributes) to the ffx2.py file until the size of the ffx.py file is down enough to not get the error.
Title: Re: FFX Bug Reports
Post by: C4 on February 08, 2009, 05:00:19 PM
Thanks TMX.

Yes I lowered the size and it started and froze my system up at the first cutscene. I can't really see any errors to guide me but anyway this is from FF.log:

Quote00:00:16.50: FF: ERROR! Art\library\area_specific\city\street_objects\plasma tv\screen.nif is missing linked files:
00:00:16.50: FF:    - Art\library\area_specific\_textures\protonScreen.tga
00:00:16.90: FF: ERROR! Art\library\area_specific\city\street_objects\phone_booth\phone_booth.nif is missing linked files:
00:00:16.90: FF:    - Art\library\area_specific\_textures\phoneBooth2_NY.tga
00:00:16.90: FF: ERROR: CNifCacheDS::importNIFFile, NI was unable to load Art\library\area_specific\city\street_objects\phone_booth\phone_booth_base.nif : NiVe: cannot find create function.
00:00:16.91: FF: ERROR! Art\library\area_specific\city\street_objects\phone_booth\phone_booth_damage_version_01.nif is missing linked files:
00:00:16.91: FF:    - Art\library\area_specific\_textures\phoneBooth2_NY.tga
00:00:16.93: FF: ERROR: CNifCacheDS::importNIFFile, NI was unable to load Art\library\area_specific\city\street_objects\phone_booth_night\phone_booth_night_base.nif : NiVe: cannot find create function.
00:00:17.13: FF: ERROR: CNifCacheDS::importNIFFile, NI was unable to load Art\library\area_specific\city\street_objects\phone_booth_night\phone_booth_night_base.nif : NiVe: cannot find create function.
00:00:17.24: FF: ERROR: CNifCacheDS::importNIFFile, NI was unable to load Art\library\area_specific\city\street_objects\phone_booth_night\phone_booth_night_base.nif : NiVe: cannot find create function.
00:00:17.59: FF: ERROR: CNifCacheDS::importNIFFile, NI was unable to load Art\library\area_specific\city\street_objects\phone_booth\phone_booth_base.nif : NiVe: cannot find create function.
00:00:17.75: FF: ERROR! Art\library\characters\civteen\shady.nif is missing linked files:
00:00:17.75: FF:    - Art\library\characters\civteen\skins\standard\male_cape_lightmap.tga
00:00:18.67: FF: Error: unable to find talking head resource for voicemail
00:00:18.67: FF: Error: unable to find talking head resource for the_car
00:00:19.06: FF: ERROR! Art\library\characters\hitman\character.nif is missing linked files:
00:00:19.06: FF:    - Art\library\characters\hitman\skins\standard\TombStone-gloss.tga
00:00:19.06: FF:    - Art\library\characters\hitman\skins\standard\TombStone-glow2.tga
00:00:19.06: FF:    - Art\library\characters\hitman\skins\standard\Lightning-glow.tga
00:00:19.06: FF:    - Art\library\characters\hitman\skins\standard\bullet_lightmap.tga
00:00:19.06: FF: Error: unable to find talking head resource for hitman_backup
00:00:19.14: FF: CPathNodeList::preprocess: 145 nodes
00:00:19.14: FF: CPathNodeList::preprocess: 36 nodes
00:00:22.13: FF: GEOMETRY COUNTER AT 11794
00:00:22.27: FF: activation: >>>>>>>>>add id 40895087, index 623, stamp 624
00:00:22.27: FF: activation: Creating object ffxtarget custom_characters\ffx_tiggot\character.nif
00:00:22.32: FF: activation: Activating object ffxtarget
00:00:22.32: FF: activation: >>>>>>>>>add id 40960624, index 624, stamp 625
00:00:22.32: FF: activation: Creating object ffxgun custom_characters\ffx_tiggot\character.nif
00:00:22.32: FF: activation: Activating object ffxgun

And this from script.log:

QuoteskXMapInfo: m25ai available
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
Campaign_ReadObjects() warning: object template <post> has more than one entry for attribute <noFade>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <pat_dream_fog_effect> has more than one entry for attribute <animated>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <nazihq_storage_crate> has more than one entry for attribute <castShadow>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <jm_dream_fog> has more than one entry for attribute <animated>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <jm_building_crane> has more than one entry for attribute <standon>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <dark_shaman> has more than one entry for attribute <prestige>, values 30.000000 and 50.000000
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.3.2.0 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')
>>> C:\Users\Chris\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
precache
Mission 1/start
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '01_CITY'
initialising FFX: skirmish=0
storing avian: id_1,105
Campaign_MakeHeroIndex: Making index <c:\program files\digital jesters\freedom force vs the 3rd reich\reformed\HeroIndexData.txt>
Campaign_ReadObjects() warning: object template <post> has more than one entry for attribute <noFade>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <pat_dream_fog_effect> has more than one entry for attribute <animated>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <nazihq_storage_crate> has more than one entry for attribute <castShadow>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <jm_dream_fog> has more than one entry for attribute <animated>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <jm_building_crane> has more than one entry for attribute <standon>, values 1.000000 and 1.000000
Campaign_ReadObjects() warning: object template <dark_shaman> has more than one entry for attribute <prestige>, values 30.000000 and 50.000000
Campaign_MakeHeroIndex: Complex not set for tank_ger. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for civilian_boy. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for man_bot_caged. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for xskelly_civ. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for shop_owner. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for civilian_suit. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for cuban_male. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for tank_africa. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for civilian_rollerblades. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for rival. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for civilian_blind. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for car_acc2. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for car_acc1. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for chopper. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex warning: <turret_firegun> likely missing entry in objects.dat; skipping.
Campaign_MakeHeroIndex: Complex not set for tank_ger_friendly. Run datfiles.Campaign_SetMissingComplexAttribs()

Or maybe you guys can guide as to what I should be looking for?
Title: Re: FFX Bug Reports
Post by: stumpy on February 09, 2009, 04:13:45 AM
I don't know if this is causing the crash, but the messages at the end of the script.log are because the FFX Control Centre doesn't brand certain special characters and objects (particularly civilians and tanks), and those need to be branded.

In the game, you can open a console and enter
import datfiles
datfiles.Campaign_SetMissingComplexAttribs()

to have them branded. (See the Game FAQ (http://freedomreborn.net/archive/index.php?topic=41006.msg572261#msg572261) if you have trouble at the console.) Then restart the game and those messages should be gone. You only have to do that once for the mod, unless you add more civilian or tank characters.
Title: Re: FFX Bug Reports
Post by: C4 on February 09, 2009, 06:25:22 PM
Thank you Stumpy it did in fact do something. Because at least now we have an error message:

QuoteGetCharacterData: unable to determine which character has 'complex'=0.  Re-run FFX Control Centre
getBuiltinTransformers non-fatal error:
    Unable to check if civilian_female2 of template None has a law/order type transformation power.
Traceback (innermost last):
  File "C:\Users\Chris\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py", line 33, in OnPostInit
    FFX_InitMission()
  File "C:\Program Files\Digital Jesters\Freedom Force Vs The 3rd Reich\.\Reformed\missions\scripts\ffx.py", line 258, in FFX_InitMission
    initialise(0)
  File "C:\Program Files\Digital Jesters\Freedom Force Vs The 3rd Reich\.\Reformed\missions\scripts\ffx.py", line 403, in initialise
    FFX_Transformers = getBuiltinTransformers()
  File "C:\Program Files\Digital Jesters\Freedom Force Vs The 3rd Reich\.\Reformed\missions\scripts\ffx.py", line 763, in getBuiltinTransformers
    if f == template[ : len(f) ]:
TypeError: unsliceable object

Edit: Okay no worries. after doing the dat files branding I just had to re run control centre and it works again.

And upgrading to FFX 3.3 has resolved my shapeshifter issues so thanks for that guys :)
Title: Re: FFX Bug Reports
Post by: wickerman on February 11, 2009, 04:45:28 PM
Rather than keep my other (unnecessary) thread bumped...


I have been playing with my issues regarding power swaps and discovered:

The power swaps for Blackbird (and others but this will be BB specific):

Work fine in the campaign.

Mostly work in the rumble room.  However:
           With the birdrope power swapped out to 'pull' it also causes her projectile birdarangs to pull as well - BUT only on Objects, not characters.  Characters behave just fine.

NONE of the power swaps work with the EZSCRIPT mini mods - including a short one I made myself.  The FFX attributes DO work, but none of BB's swaps take effect at all.  CUSTOM characters work fine.  ANY built in with swaps does not like the Mini Mods for some reason.  I tested Sea Urchin's static cage power in the mini mods, and it didn't work either.

Title: Re: FFX Bug Reports
Post by: stumpy on February 11, 2009, 10:09:16 PM
wickerman, I am not sure why BB's birdarangs would be pulling objects and not characters (when the power should have no swaps, assuming your FFX Control Centre settings are like mine).

The problem in the mini mods makes it sound as though those mini mods are not registering as Rumble Room sessions (not setting the FFX mission variable 'ffxSkirmish'). Due to a bug in the way the game generates characters in the RR (essentially it makes an imperfect internal copy of the character), we have to handle RR swaps for built-ins as if they were customs. You might want to double-check the swaps for customs; they should be working okay. If the mini mods aren't setting themselves up as RR sessions, then that will cause trouble for the built-in's swaps.

You can try the following fix. Open Missions\Scripts\m25minimod.py and search for ffx.FFX_InitMission(). Change that to ffx.FFX_InitSkirmish() and try a built-in's swap in the mini mod to see if it helps.

Of course, there may be a good reason the mini mods are set up as campaign mission sessions instead of RR sessions. M25 may have to weigh in on that...
Title: Re: FFX Bug Reports
Post by: wickerman on February 12, 2009, 01:51:51 AM
thanks stumpy, I'll give it a shot!

as far as the birdarangs - they do indeed have NO swaps set.  It's weird.  Like i said only happens to objects - not people.
Title: Re: FFX Bug Reports
Post by: M25 on February 12, 2009, 08:17:47 PM
stumpy's right.  the line:
ffx.FFX_InitMission()  # start FFX

should be:

if campaign:
    ffx.FFX_InitMission()  # start FFX
else:
    ffx.FFX_InitSkirmish()


stumpy's always right.   ^_^

Title: Re: FFX Bug Reports
Post by: wickerman on February 12, 2009, 08:30:47 PM
Thank for your help guys - I appreciate it.  I'll try changing the code for the mini mods and see what happens.

Meanwhile, back at the bat-cave...

This isn't so much a problem I have (well not after fighting with it for 2 hours and figuring it out!) but it may help someone else who does what I did.

I found that if you use ezhero2 to send a hero file to dat (making the hero a builtin) you MUST change the name of either the hero file or the built in.  If you don't, FFX Control Center will screw up when you try to change the power swaps  and anytime you take the built in into the danger room, they will use the hero file version instead.  I have no idea why this is, but TRUST me - i was up until 2am learning this the hard way.  As soon as I deleted the hero file of the same name, my swaps worked and my hero was all happy like.
Title: Re: FFX Bug Reports
Post by: M25 on February 12, 2009, 08:41:03 PM
The game itself gets confused when you have a built-in and a hero of the same name.  I believe it always tries to load the .hero version first.


Title: Re: FFX Bug Reports
Post by: wickerman on February 12, 2009, 11:38:02 PM
Quote from: M25 on February 12, 2009, 08:41:03 PM
The game itself gets confused when you have a built-in and a hero of the same name.  I believe it always tries to load the .hero version first.




Yeah - great!  Where the heck were you at 2am when i was banging my head off my desk?  Huh? Huh? HUH???!!!!

Thanks for NOTHING!!!!

:P
Title: Re: FFX Bug Reports
Post by: wickerman on February 14, 2009, 04:37:19 PM
Not so much a bug as 2 FFX related questions - I have enough in the way of pointless thread below so I'll keep this together...

1) Is it still necessary to use AIPeace() and AIWar() in cutscenes or can you simply use peace and war?  I ask because my script log identifies the Ai- versions as errors.

2) Taskmaster X has weight conversions in his conversion docs for hero files - are these necessary adjustments for builtins ina campaign or is the mass issue rumble room specific?

Thanks..  Sorry for all the questions - it's amazing how much you forget!
Title: Re: FFX Bug Reports
Post by: Previsionary on February 16, 2009, 12:54:23 AM
Quote from: wickerman on February 14, 2009, 04:37:19 PM
Not so much a bug as 2 FFX related questions - I have enough in the way of pointless thread below so I'll keep this together...

1) Is it still necessary to use AIPeace() and AIWar() in cutscenes or can you simply use peace and war?  I ask because my script log identifies the Ai- versions as errors.


You don't need to use those commands unless a character is using M25AI. When you do call it, you'll have to do it as so:

FF.AIWar() and FF.AIPeace()
Title: Re: FFX Bug Reports
Post by: wickerman on February 16, 2009, 02:45:22 AM
AH forgot the ff. part.  BAsically everyone in the mod will be using m25AI. 

Since we are on the topic, does it matter what base AI I use for the villains who are using the AI?
Title: Re: FFX Bug Reports
Post by: stumpy on February 16, 2009, 04:25:38 AM
Quote from: wickerman on February 16, 2009, 02:45:22 AMSince we are on the topic, does it matter what base AI I use for the villains who are using the AI?

It shouldn't. I am pretty sure the scripted AI works by turning of the built-in AI, so it shouldn't matter which one you use.

It's important to use the right object class though (from the Templates tab), so that internal functions that determine good guys, bad guys, and internal team lists (for things like rally and hypnosis powers) work.
Title: Re: FFX Bug Reports
Post by: M25 on February 16, 2009, 04:22:20 PM
Yes, you need the ff. in cutscenes.  Also remember to assign team numbers to everyone, including the player controlled characters.  When you call SetupCharacter(char) or SetupAI(char) it does the team for you, but you do need to call m25team.SetDefaultTeam(char) for each of the heroes.

The built-in AI doesn't matter, unless you are doing a hybrid AI, but you probably aren't.


Title: Re: FFX Bug Reports
Post by: wickerman on February 16, 2009, 04:42:47 PM
Okies, so let me see if I have this straight...

Somewhere in the mission script I need to call SetupAi for every char in the mission and call it again for anyone I spawn?

I also have to call m25team.SetDefaultTeam for every controlled char in the mission?

Is all of this documented anywhere?  I checked the ffx site and read what as there, but I didn't see this.
Title: Re: FFX Bug Reports
Post by: M25 on February 16, 2009, 05:53:50 PM
Yes, that should do it. 

If it isn't on the site, it'll be added.

Title: Re: FFX Bug Reports
Post by: wickerman on February 16, 2009, 06:58:02 PM
Thanks a million!
Title: Re: FFX Bug Reports
Post by: Torch on March 04, 2009, 01:56:31 AM
This probably doesn't count as a 'bug', but I'm not sure where else to post my issue regarding FFX.

I have FFX installed for  :ffvstr: and I am using custom characters.  The meshes and skins work fine, as do the stock FX effects. But whenever I try to choose the added FX effects (such as eyebeams, etc) I don't see any effect, either in the preview window or in game.  I have run my characters through the Rumble Room mission mentioned in the initial post(s) of this thread.

:unsure:
Title: Re: FFX Bug Reports
Post by: yell0w_lantern on January 06, 2010, 08:21:35 PM
RISE!

Symbiote does not seem to work since the last FFX release. Absolutely nothing happens.
Title: Re: FFX Bug Reports
Post by: Previsionary on January 08, 2010, 02:45:08 AM
Quote from: yell0w_lantern on January 06, 2010, 08:21:35 PM
RISE!

Symbiote does not seem to work since the last FFX release. Absolutely nothing happens.

bumping this as Yellow Lantern is correct. It seems to run into an error involving absorption, iirc.