please help stupid (mods not working)

Started by Mackie, March 22, 2009, 03:14:44 PM

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Mackie

Right, heres the deal. Im not even quite sure what is it that ive done wrong since I least think that ive followed instructions  :blink:
Ive got Freedom Force + patch 1.3b. Installed ffx 2.6 from http://www.fundamentzero.com/ffx/main.htm and after that I installed avengers special from http://www.freedomforceforever.com/graveyard/avengersspecialv3.htm .
Ive got the right command lines as in '-game avengers -log' but when i start the game theres no sound or music, and when i go to the characters menu, just about all of them just appear as white boxes except the ones that are based on the games original models. trying to start the campaign just crashed the game. Same thing with custom force x and I would suspect that any other mod wouldnt work any better.

Freedom force alone with no modifications, other than a few custom characters installed, works just fine so im a little curious as of what the heck is going on here?
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

tommyboy

Hi,
not to worry, we've all struggled with installing mods at one time or another.
Things to check:
Wherever you have FF installed (lets assume it's "c:\program files\irrational games\freedom force" for the sake of argument), check that within that directory that there is an "avengers" subdirectory. The Mod should be within this. And in that Avengers directory, ther should be a number of sub-directories, including "art", "missions", etc.
In the "art" subdir,  there should be a "library" subdir, and within that, a "characters" one. In "characters" should be all the mesh folders.
So, if you have all those, in the correct place, it should work.
If you don't something is amiss with your install of the Mod.
When you start the Mod, do you get a main screen with a picture with lots of avengers on, or the standard FF screen?

Lastly, a little info on your PC may help. Are you running Windows XP? Vista? Is your Freedom Force installed in the default place, or did you specify a custom location?

Mackie

#2
Quote from: tommyboy on March 22, 2009, 03:28:03 PM
Hi,
not to worry, we've all struggled with installing mods at one time or another.
Things to check:
Wherever you have FF installed (lets assume it's "c:\program files\irrational games\freedom force" for the sake of argument), check that within that directory that there is an "avengers" subdirectory. The Mod should be within this. And in that Avengers directory, ther should be a number of sub-directories, including "art", "missions", etc.
In the "art" subdir,  there should be a "library" subdir, and within that, a "characters" one. In "characters" should be all the mesh folders.
So, if you have all those, in the correct place, it should work.
If you don't something is amiss with your install of the Mod.
When you start the Mod, do you get a main screen with a picture with lots of avengers on, or the standard FF screen?

Lastly, a little info on your PC may help. Are you running Windows XP? Vista? Is your Freedom Force installed in the default place, or did you specify a custom location?
Everything seems to be order if thats the case and doesnt work nevertheless :/
Yeah its in a custom location, i propably should try installing to the default directory... that didnt exactly pass my mind as a problem since it hardly is/has been one with recent games :p Besides, the game alone seems to work just fine so it couldnt be a problem, could it? But i suppose it never hurts to try.
I get the avengers background alright, so i figure the game least is reading that the mod is there.

im on xp alright, and shortly whatever little i know of the computer (couldnt been arsed to build my own for the past few years); 2.6@3.4ghz intel core 2 duo, cant quite recall what the mobo is, video card is something from atis 3800 series  and i got some 4 gigs of memory.

[edit] just tried installing it to default directory. same issues, nothing but the game alone works.
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

tommyboy

If you get the background, I'd say it is almost certainly correctly installed, and everything is in the right place.
My own install of FF is in a non-standard place, and I can have mods work, so it shouldn't be a problem for you.
Heres where the mod is for me, and the directory structure:

The size of my files may differ from yours, I've added and removed lots of stuff in my own copy, but the directory structure should be constsant.

It sounds like it should work, from what you are saying. Your system specs and O/S are fine. I think the videocard isn't a problem, if the regular game works, 95% of custom content will.
And you get the same sort of missing characters/white blocks with another Mod?
This is weird.
Would you be willing to download some other Mod just to try it out? Doesnt need to be a huge one, just to establish the principle that they can work on your system and to give a guidline for you. pretty much anything from the mod graveyard would do.

Mackie

seems about right.
tried customforce-x, doesnt work either. same white blocks appear with least non-standard models. however, with avengers mod i did notice, now that i went through the whole list, there are some non-standard model characters that do appear as they should (not white blocks) such as aquaman o_o.

im beginning to suspect that something is amiss with ffx 2.6 but i dont know since it does install without any errors  :huh:
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

tommyboy

I doubt FFX is the culprit.
For a start, I include all the necessary FFX files in the Avengersspecial mod, so its running its own version of it.
Secondly, FFX doesn't do anything to mess up how meshes appear.
Typically, white blocks means that the entries is the objects.dat file for a mod point to a place where there is no mesh. Which suggests either the objects.dat is corrupt, or all those files are not where they should be.
Sometimes a mod will have entries put in in development that do not make the final story. So if you are going in to make a new character from the "characters" button at the start screen, you will find a lot of the entries in there have no meshes included in the mod. Anyone who is an avenger, an xman, or a member of the jla is in there though. I used to use the mod as my catch-all directory for every mesh I got, but pruned many out that weren't used in the AvengersSpecial Mod missions. So that explains the "missing" characters, they aren't really missing, I think.
As for no sound or music, it may seems silly, but have you been into "options" from the ff main screen in the Mod and checked that they are set up and enabled. Thats what it is whenever my sound doesnt work, and it has "defaulted" back to no sounds more times than I can count.

Which leaves trying to start the campaign crashing. In the main freedom force directory, there will be two files created by FFX as error logs, "ff.log" and "script.log". If you can copy and paste those here it might help us get to the bottom of things (best to use the "code" and "spoiler" tags if you do post them, like so:
Quotethis is the code tags in action
Spoiler
this is the spoiler tags
. You can access them from just above the box we type our posts in).


Mackie

Well it did turn out that i forgot to turn on the sound, thanks. one less issue to deal with :D
I scrolled down the characters menu to generate some out put and then tried to start the campaing, after the ingame cutscene the game just crashed.

FF.log
Spoiler
0:00:00.00: FF: CInterpreter::init() completed
00:00:00.00: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;)
00:00:00.00: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force\fforce.exe)
00:00:00.05: FF: CRender: creating DX8 renderer
00:00:00.05: FF: CRender: trying to render using a triple buffer
00:00:00.39: FF: DepthStencil is D3DFMT_D16
00:00:00.39: FF: 16 bit Z, Adjusting near clip
00:00:00.62: FF: ERROR! RPGA attribute spinner is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute overheated is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute metashieldp is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute mimic is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute fearless is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute superleaper is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute livinglaser is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute ironjaw is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute heavyfooted is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute ephemeral is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute icecloud is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute sensitive is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute bloodsucker is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute poltergeist is not mapped to a bitset enum!
00:00:00.62: FF: ERROR! RPGA attribute shapeshifter is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute presence is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute vunstablemols is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute solarpowered is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute butterfingers is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute privatearmy1 is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute battery is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute summoner3 is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute nocturnal is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute groupteleport is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute invulnerable4 is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute borrowedtime is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute metabolic is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute astral is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute utilitybelt is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute degenerative is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute mindmaster is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute kamikaze is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute symbiote is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute explosive is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute metastrength is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute magnetic2 is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute scary is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute russiandoll is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute weaponbearer is not mapped to a bitset enum!
00:00:00.63: FF: ERROR! RPGA attribute guardianp is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute glassjaw is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute urbandweller is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute sandstorm is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute environmentcontrol is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute vulnerability is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute accidentalchange is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute earthcontrol2 is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute supertk is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute blazingglory is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute tempform is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute acidblood is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute pheremones is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute invulnerable3 is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute hatemonger is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute guardianm is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute masscontrol is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute summoner2 is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute biohazard is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute superhealer is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute chameleon is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute spiny is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute metamorpho is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute telekinetic is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute atomtouch is not mapped to a bitset enum!
00:00:00.64: FF: ERROR! RPGA attribute metamorphic is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute dispersed is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute envcontrollocal is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute empath is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute fastflier is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute dependency is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute magnetic is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute weathercontrol is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute untouchable2 is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute archer is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute invulnerable2 is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute darkhawk is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute trickshot is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute puppetn is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute stockpile is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute telepathy is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute envcontrolglobal is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute earthcontrol is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute greenlantern is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute plasmasculptor is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute hollowbones is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute metaspeed is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute ironman is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute thor is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute innerbeing is not mapped to a bitset enum!
00:00:00.65: FF: ERROR! RPGA attribute jinx is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute lightcontrol is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute superagile is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute puppetu is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute whiplash is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute powercosmic is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute metashield is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute astralform is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute mindlifter is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute energytanks is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute icecontrol is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute accidentclone is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute gaseousform is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute privatearmy3 is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute shortcirc is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute acrobatic is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute firecontrol is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute mindless is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute invulnerable is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute thoughtform is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute conduit is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute dispassionate is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute depressed is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute xunstablemolecules is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute absorber is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute blastshield is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute privatearmy2 is not mapped to a bitset enum!
00:00:00.66: FF: ERROR! RPGA attribute summoner1 is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute psychiclink is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute absorption is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute metaleater is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute peacefield is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute transmutator is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute involuntaryform is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute android is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute frostbite is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute mindreader is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute mandarin is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute super is not mapped to a bitset enum!
00:00:00.67: FF: ERROR! RPGA attribute hulking is not mapped to a bitset enum!
00:00:00.92: FF: CInterpreter::init() completed
00:00:00.92: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;C:\Program Files\Irrational Games\Freedom Force\avengers\temp;C:\Program Files\Irrational Games\Freedom Force\avengers\missions\scripts;)
00:00:00.92: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force\fforce.exe)
00:00:34.81: FF: CRender: creating DX8 renderer
00:00:34.81: FF: CRender: trying to render in 32 bits
00:00:34.81: FF: CRender: trying to render using a triple buffer
00:00:35.16: FF: DepthStencil is D3DFMT_D24S8
00:00:47.49: FF: ERROR! Art\library\editor\missing_object\missing_object.nif is missing linked files:
00:00:47.49: FF:    - Art\library\characters\3d_man\skins\standard\bld_3_roof.tga
00:01:01.14: FF: CInterpreter::init() completed
00:01:01.14: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;C:\Program Files\Irrational Games\Freedom Force\avengers\temp;C:\Program Files\Irrational Games\Freedom Force\avengers\missions\scripts;)
00:01:01.14: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force\fforce.exe)
00:01:01.16: FF: CMission::init(blank, Missions\blank\mission.dat)
00:01:01.33: FF: CMission::loadScript(Missions\blank\mission.py)
00:01:03.36: FF: initializing physics
00:01:03.93: FF: ERROR: CRpgSystem::patchRPGABitSet, grandmaster has unknown attribute invulnerable
00:01:04.08: FF: ERROR: CRpgSystem::patchRPGABitSet, hulk_evil has unknown attribute accidentalchange
00:01:04.08: FF: ERROR: CRpgSystem::patchRPGABitSet, hulk_evil has unknown attribute hulking
00:01:04.22: FF: ERROR: CRpgSystem::patchRPGABitSet, watcher has unknown attribute invulnerable
00:01:04.22: FF: ERROR: CRpgSystem::patchRPGABitSet, watcher has unknown attribute metashieldp
00:01:04.22: FF: ERROR: CRpgSystem::patchRPGABitSet, watcher has unknown attribute masscontrol
00:01:04.37: FF: ERROR! Art\library\characters\watcher\character.nif is missing linked files:
00:01:04.37: FF:    - Art\library\characters\watcher\skins\standard\Taskmaster_extras_glow.tga
00:01:04.58: FF: CPathNodeList::preprocess: 0 nodes
00:01:04.58: FF: CPathNodeList::preprocess: 0 nodes
00:01:04.62: FF: CRender: creating DX8 renderer
00:01:04.62: FF: CRender: trying to render in 32 bits
00:01:04.62: FF: CRender: trying to render using a triple buffer
00:01:04.69: FF: DepthStencil is D3DFMT_D24S8
00:01:04.69: FF: GEOMETRY COUNTER AT 8371
00:01:04.79: FF: ERROR! Art\library\characters\watcher\head.nif is missing linked files:
00:01:04.79: FF:    - Art\library\characters\watcher\skins\standard\Laserpurple_loop.tga
00:01:04.79: FF:    - Art\library\characters\watcher\skins\standard\mouth_tex.tga
00:01:10.60: FF: ERROR! Art\library\characters\grandmaster\head.nif is missing linked files:
00:01:10.60: FF:    - Art\library\characters\grandmaster\skins\standard\Laserpurple_loop.tga
00:01:10.60: FF:    - Art\library\characters\grandmaster\skins\standard\mouth_tex.tga

script.log
Spoiler

>>> system/init.py executed
>>> system\tredir.py executed
importing missionobjvar.py
using standard transmutation lists
using standard transmutes lists
using standard voice ID traits list
using standard multiple attribute sets
>>> C:\Program Files\Irrational Games\Freedom Force\avengers\temp\mission.py executed
cshelper: Cutscene [unknown] submitted for playing
cshelper: Now playing cutscene [unknown]
Step 1 of 15
speakInternal
Traceback (innermost last):
  File ".\Data\Missions\Scripts\ffx.py", line 11296, in FFQ_initialiseExtras
    FFQ_toConsole(text)
  File ".\Data\Missions\Scripts\ffx.py", line 15412, in FFQ_toConsole
    if FFQ_VERBOSE:
NameError: FFQ_VERBOSE
Step 2 of 15
speakInternal
Step 3 of 15
speakInternal
Step 4 of 15
speakInternal
Step 5 of 15
speakInternal
Step 6 of 15
speakInternal
Step 7 of 15
speakInternal
Step 8 of 15
speakInternal
Step 9 of 15
speakInternal
Step 10 of 15
speakInternal
Step 11 of 15
speakInternal
Step 12 of 15
speakInternal
Step 13 of 15
speakInternal
Step 14 of 15
speakInternal
Step 15 of 15
cshelper: Cutscene [unknown] has ended

hope this helps some.
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

tommyboy

Quote from: Mackie on March 22, 2009, 06:57:28 PM
Well it did turn out that i forgot to turn on the sound, thanks. one less issue to deal with :D
I scrolled down the characters menu to generate some out put and then tried to start the campaing, after the ingame cutscene the game just crashed.
hope this helps some.

Ta. It may.
Now, I may be misunderstanding you but you are creating a custom hero then starting the game?
I've never done that.
I just start the game, all the avengers are built in, and as you go through you get more of them.
Try just starting the Mod campaign without doing anything else first.

And I didn't see anything yet in the log files to explain the problem, but will check again.

Mackie

Quote from: tommyboy on March 22, 2009, 07:20:42 PM
Quote from: Mackie on March 22, 2009, 06:57:28 PM
Well it did turn out that i forgot to turn on the sound, thanks. one less issue to deal with :D
I scrolled down the characters menu to generate some out put and then tried to start the campaing, after the ingame cutscene the game just crashed.
hope this helps some.

Ta. It may.
Now, I may be misunderstanding you but you are creating a custom hero then starting the game?
I've never done that.
I just start the game, all the avengers are built in, and as you go through you get more of them.
Try just starting the Mod campaign without doing anything else first.

And I didn't see anything yet in the log files to explain the problem, but will check again.

Well, no. but those white block characters are a problem along with the fact that the game crashes when trying to play the campaign. Any mod seems more or less screwed :/ So it does crash without even bothering with the characters menu :|
Thanks for your time and effort nevertheless :)
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

tommyboy

Hmmm...I confess I'm at a loss to explain it, right now.
I'll let it percolate over the next few days and see if anything leaps to mind.
And it's possible someone else may be able to help too (though as the mods author its primarily my responsibility to get it to work, and fault if it doesnt).

GogglesPizanno

These errors really sound to me like an issue with paths and not finding objects where they should.
The white blocks usually mean that it cant find the mesh in the path specified.

If you know one of the characters that is showing up as a white box, open up FFedit and go to the templates tab and find the template for that character. Then look to see what the path to the mesh is. Is it relative or absolute?

If its absolute, that could be an issue especially if the game is installed to a custom location.
If its relative, make sure that the location it specifies actually is the location where the mesh itself resides.

As for the crashing, Ive had that occur more often than not when the map/cutscene has an issue with some object or head nif. So my gut is still telling me path problem.


stumpy

Just a couple thoughts. [edit](Which others are also mentioning...)[/edit]

First, the FFQ_VERBOSE error in the script logs has come up before and the fix is pretty easy.

The issue with the meshes is almost certainly related to what tommyboy has mentioned: There is a reference to a mesh location in the DAT files that isn't where the actual meshes are. These can be tough to track down online because there isn't a good way for the people trying to help to see exactly how things are set up on your PC. So, we are left hoping for a very exact description so that we might notice a problem.

To that end, it might be useful if you can post the exact directory where your game is installed and then the exact location of one of the problem meshes. It's best to do this by copying and pasting from the folder's address bar, so make sure the full path display for the folders is turned on, and grab the names from there. For example the game might be at C:\Program Files\Irrational Games\Freedom Force\fforce.exe and the mesh might be C:\Program Files\Irrational Games\Freedom Force\avengers\art\library\characters\thor\character.NIF. Then, open FFEdit and make sure you are looking at the mod's data (set the Primary Data Path to the avengers mod's path). In the Templates tab, find the character and copy-paste his Example NIF entry in your post as well, e.g. library\characters\thor\character.nif.

Whether or not that directly let's someone sort the problem, it will at least eliminate some possible issues from contention.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

tommyboy

Again, I looked at the mod on my system, and in my characters creation screen there are white boxes for some characters. There are simply more entries in the dat than actual meshes.
This is because I at one point toyed with including every mesh I had, but it just wasn't practical, so I included "only" a couple of hundred.
But I never cleared out all the entries in the dats.
So unless you add those meshes yourself, they will never appear.
As long as none of the Avengers or their foes (most of which come from early issues of the comics) are white blocks, there is no actual "fault" or "bug" per se, just me being too lazy to parse the dats down to just the meshes included (though to be fair to me, even Irrational left a whole bunch of "custom_" characters in their dats too).

The main problem is the campaign crashing. That I have no idea about. So far.

Mackie

Quote from: tommyboy on March 22, 2009, 08:15:14 PM
Again, I looked at the mod on my system, and in my characters creation screen there are white boxes for some characters. There are simply more entries in the dat than actual meshes.
This is because I at one point toyed with including every mesh I had, but it just wasn't practical, so I included "only" a couple of hundred.
But I never cleared out all the entries in the dats.
So unless you add those meshes yourself, they will never appear.
As long as none of the Avengers or their foes (most of which come from early issues of the comics) are white blocks, there is no actual "fault" or "bug" per se, just me being too lazy to parse the dats down to just the meshes included (though to be fair to me, even Irrational left a whole bunch of "custom_" characters in their dats too).

The main problem is the campaign crashing. That I have no idea about. So far.
Alright this much i understand :p white boxes = not a problem.
campaign crashes = definitely a problem.
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

stumpy

Mackie, does the crash occur as soon as you click on the start campaign button, or does part of a cut-scene or something appear? The other error in the script.log is fixable in the link I posted earlier.

Tommy, this is totally off the top of my head, but the end of the ff.log makes me wonder if this might be a missing head.nif crash or something similar...
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

GogglesPizanno

I'm leaning towards head nif as well since the maps are just standard FF maps.

tommyboy

I suppose it's possible, but I think it unlikely.
Unless the files got corrupted at some point, the head.nif is in there, (though the laserloop purple and mouth textures aren't, hence the errors in the log, but missing textures will not crash the game).
Plus, in the nearly 5 years since I released it, I'd imagine someone else might have mentioned a CTD in the very first cutscene.
Nope, I'm sure the head was both there, and working when I uploaded it.
Which is no guarantee it hasn't been deleted or corrupted since, I grant you.
But I just removed the head from my copy and got a very readable error referring to the head being missing, and no such error is mentioned above.

Mackie, you click start new campaign, do you then see a loading screen with the avengers and jla on? And how far does the loading bar at the bottom progress before the crash. Does it load the 44 (if I recall correctly) objects needed then crash? Or before that? Or after?
Or does it simply crash as soon as you click new campaign?

It looks from the logs like the cutscene runs, unless that FFQ stuff is dumping it to desktop.

tommyboy

Looking at my logfiles and my FFX in the mod, I have NO references to FFQ, no errors nor any "fixes" in FFX.
It would seem to be the culprit.
The version of FFX I used was based on one of the early releases, so it could be clashing with something a later version is doing.


the fix for the ffq error is:
The FFQ_VERBOSE error: apparently the global variable disappeared before releasing 2.6, sorry... :( (This function was removed in FFX 3.0, since there was better code doing the same.

This can be solved by adding among the other global variables at the begining of the ffx.py file the following:
FFQ_VERBOSE =1

Thing is, do you edit the one in data/missions/scripts (assuming there is one), or the one in avengers/missions/scripts?
If it's the latter, it may well require that ffxS.py be edited as well, as I seem to recall that being used in the early versions for mod ffxs.


Mackie

Quote from: tommyboy on March 22, 2009, 09:26:36 PM
*snip*
Mackie, you click start new campaign, do you then see a loading screen with the avengers and jla on? And how far does the loading bar at the bottom progress before the crash. Does it load the 44 (if I recall correctly) objects needed then crash? Or before that? Or after?
Or does it simply crash as soon as you click new campaign?

It looks from the logs like the cutscene runs, unless that FFQ stuff is dumping it to desktop.
it loads, the cutscene comes and passes, when the game (i think) is supposed to start, it crashes. right after the cutscene.
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

tommyboy

Quote from: Mackie on March 22, 2009, 10:25:42 PM
Quote from: tommyboy on March 22, 2009, 09:26:36 PM
*snip*
Mackie, you click start new campaign, do you then see a loading screen with the avengers and jla on? And how far does the loading bar at the bottom progress before the crash. Does it load the 44 (if I recall correctly) objects needed then crash? Or before that? Or after?
Or does it simply crash as soon as you click new campaign?

It looks from the logs like the cutscene runs, unless that FFQ stuff is dumping it to desktop.
it loads, the cutscene comes and passes, when the game (i think) is supposed to start, it crashes. right after the cutscene.

So you get the loooong conversation between the Grandmaster and the watcher, see the hulk and subby in action a bit, then the watcher accepts the challenge?
Then it should show a screen with the objectives completed etc and you can click on next, replay, exit campaign.
I take it it crashes at the end of the cutscene but before the "intermission" screen comes up, yes?
Can you try pressing "escape" key during the cutscene, to see if it skips to the end?

Mackie

Quote from: tommyboy on March 22, 2009, 10:33:12 PM
Quote from: Mackie on March 22, 2009, 10:25:42 PM
Quote from: tommyboy on March 22, 2009, 09:26:36 PM
*snip*
Mackie, you click start new campaign, do you then see a loading screen with the avengers and jla on? And how far does the loading bar at the bottom progress before the crash. Does it load the 44 (if I recall correctly) objects needed then crash? Or before that? Or after?
Or does it simply crash as soon as you click new campaign?

It looks from the logs like the cutscene runs, unless that FFQ stuff is dumping it to desktop.
it loads, the cutscene comes and passes, when the game (i think) is supposed to start, it crashes. right after the cutscene.

So you get the loooong conversation between the Grandmaster and the watcher, see the hulk and subby in action a bit, then the watcher accepts the challenge?
Then it should show a screen with the objectives completed etc and you can click on next, replay, exit campaign.
I take it it crashes at the end of the cutscene but before the "intermission" screen comes up, yes?
Can you try pressing "escape" key during the cutscene, to see if it skips to the end?

Ah, then it crashes sooner than i thought it did. I only get the convo between grandmaster and watcher, the two guys in the very beginning as i understand it. it crashes right after that into windows. Escing out of it did seem to work though, skipped me right ahead into a battle with hulk + submariner vs cap, ironman/thor/antman/wasp
[img]http://www.the-tcs.net/miscos/tcs3but1.gif[/img]
___________________
[span style='font-size:16pt;line-height:100%]"I am proud of my white history, my white blood... one day, they may be all i have."
"its _DAMN_ hard not to be biased a way or an

tommyboy

Quote from: Mackie on March 22, 2009, 11:06:04 PM
Quote from: tommyboy on March 22, 2009, 10:33:12 PM
Quote from: Mackie on March 22, 2009, 10:25:42 PM
Quote from: tommyboy on March 22, 2009, 09:26:36 PM
*snip*
Mackie, you click start new campaign, do you then see a loading screen with the avengers and jla on? And how far does the loading bar at the bottom progress before the crash. Does it load the 44 (if I recall correctly) objects needed then crash? Or before that? Or after?
Or does it simply crash as soon as you click new campaign?

It looks from the logs like the cutscene runs, unless that FFQ stuff is dumping it to desktop.
it loads, the cutscene comes and passes, when the game (i think) is supposed to start, it crashes. right after the cutscene.

So you get the loooong conversation between the Grandmaster and the watcher, see the hulk and subby in action a bit, then the watcher accepts the challenge?
Then it should show a screen with the objectives completed etc and you can click on next, replay, exit campaign.
I take it it crashes at the end of the cutscene but before the "intermission" screen comes up, yes?
Can you try pressing "escape" key during the cutscene, to see if it skips to the end?

Ah, then it crashes sooner than i thought it did. I only get the convo between grandmaster and watcher, the two guys in the very beginning as i understand it. it crashes right after that into windows. Escing out of it did seem to work though, skipped me right ahead into a battle with hulk + submariner vs cap, ironman/thor/antman/wasp

OK, so something in that cutscene is falling over.
My money, based on your logs, is on some FFX related error.
But since you can play the first mission, hopefully it wont happen again.
the cutscene you missed has the Grandmaster saying he has the Time Gem (of the infinity gems), and he will move avengers through time to re-fight their past battles, with the Watcher (played by you) controlling the disoriented avengers, guiding them to victory. That's the framework for the Mod. If the Watcher/avengers lose, the grandmaster messes up time and reality. If the watcher/avengers win, all is restored to normal.
I hope the rest of the mod works for you.