Freedom Reborn

Freedom Force Forums => Technical Issues => Topic started by: freedomgod55 on March 04, 2009, 05:35:07 PM

Title: rumble room
Post by: freedomgod55 on March 04, 2009, 05:35:07 PM
yes the when i play the ffx3.3 rumble room it takes a long time to load and also it will not load at all ??
Title: Re: rumble room
Post by: stumpy on March 04, 2009, 05:44:20 PM
What exactly happens? Is the delay right when you go to the RR from the main menu or after you choose a RR mode or a map? Which one?

You'll need to post your script.log and your ff.err if it's not empty.
Title: Re: rumble room
Post by: freedomgod55 on March 04, 2009, 06:39:10 PM
it is when it starts to load the map
Title: Re: rumble room
Post by: Jakew on March 05, 2009, 02:45:14 AM
Maybe you have too many hero files set up for the game?

I usually pick a few and keep the rest of the hero files stored elsewhere.
Title: Re: rumble room
Post by: stumpy on March 05, 2009, 06:14:52 AM
Quote from: stumpy on March 04, 2009, 05:44:20 PMYou'll need to post your script.log and your ff.err if it's not empty.
Title: Re: rumble room
Post by: freedomgod55 on March 05, 2009, 04:58:24 PM
ok but were is the script.log and ff.err ??
Title: Re: rumble room
Post by: stumpy on March 05, 2009, 06:47:39 PM
They are in the base game folder (http://freedomreborn.net/archive/index.php?topic=41006.msg572257#msg572257).
Title: Re: rumble room
Post by: freedomgod55 on March 05, 2009, 09:25:13 PM
ok here it is this is what yoy need right ??  >>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
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
loading datfiles version 0.256000
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 1236206275.108000
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')
>>> C:\Users\Mark Freude\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Users\Mark Freude\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Users\Mark Freude\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', ))
try to spawn custom_vil_0
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_CITY'
initialising FFX: skirmish=1
numberStr=46
storing hero_0: id_1,-46
ReadHeroIndexData: trouble reading or evaluating data from <c:\program files\irrational games\freedom force vs the 3rd reich\ffx3\HeroIndexData.txt>
Campaign_MakeHeroIndex: Making index <c:\program files\irrational games\freedom force vs the 3rd reich\ffx3\HeroIndexData.txt>
! GetMapInfo
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
addArrow _sk_arrow _skcustom_vil_001 0 0
initAttribsForChar: working on _skcustom_vil_001 (lex luthor)
initAttribsForChar (lex luthor): looking at attribute disciplined
initAttribsForChar (lex luthor): looking at attribute ffqresilient
execInitAttrib: init ffqresilient attribute
    on _skcustom_vil_001 of template custom_vil_0 (lex luthor)
initAttribsForChar: working on hero_0 (avalanche)
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()
Title: Re: rumble room
Post by: stumpy on March 06, 2009, 12:46:11 AM
Yes, that looks like the script.log file. I am not a RR expert, but just going by what, it looks like the characters are initialized for FFX, which means the map has already loaded. Maybe I misread, but I got the impression from your earlier post that you were seeing trouble before the map finished loading. Is the script.log you posted from right after the crash? That's the one that would have the necessary info.

I am assuming that this is for a RR "Battle In The Rumble Room" session on the city map.

I am not seeing much catastrophically wrong with the posted that would totally crash the game. I do note that there is a message missing from the missionobjvar module that should note a reset of mission type to skirmish.

It also looks like the chardata module didn't see a complete HeroIndexData.txt file, which can happen when you play with a character that hasn't been run through the FFX Control Center, but I don't see any other note about the character not being branded, so that may not be a problem here. Is it true that your Lex Luthor character has one FFX attribute (RESILIENT) and the Avalanche has no attributes? If not, there may be a problem loading or initializing the Avalanche character. Is there anything unusual about that character? Will the RR load if you use other characters (like the built-in ones from the game)?
Title: Re: rumble room
Post by: freedomgod55 on March 06, 2009, 02:57:15 AM
yes the freedom force characters work fine
Title: Re: rumble room
Post by: GogglesPizanno on March 06, 2009, 03:05:03 AM
Well if the builtins work, and the game is actually crashing back to the desktop, then it sounds like one of your meshes is causing it. More than likely its one of the meshes exported for the first game that needs to be converted. You might try taking the characters in one at a time to try and figure out which one it is.
Title: Re: rumble room
Post by: stumpy on March 06, 2009, 05:48:36 AM
Ditto. Likely a mesh issue. Avalanche is the prime suspect at this point, since it seemed to crash before finishing initializing his attributes (unless he actually has none).