Jump to content


Photo

[MAJOR] Creature script is not executed


  • Please log in to reply
26 replies to this topic

#21 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 23 May 2012 - 11:01 PM

Have a look at the most recent github commit. That's about all I have.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#22 Suslik

Suslik

    Investigator

  • Member
  • 500 posts

Posted 24 May 2012 - 06:57 AM

Will do, thanks!

#23 Suslik

Suslik

    Investigator

  • Member
  • 500 posts

Posted 04 June 2012 - 05:26 PM

Ok, current situation with the investigation. Somewhat modified test case:

On a desolate area where only naked protagonist is present and creature called R#BREU01.cre(from Improved Asylum mod) with and attached R#BREU01.bcs script to his "override" script slot. The script contains some basic actions like prebuffing, initiating dialog with my party members and some other actions that are quite easy to track. The game has gone through generalized_biffing, so R#BREU.bcs is somewhere in game biffs. AI scripts are off, area scripts are dummied, nothing seems to be interfering.

Problem, part1: the script is not executed. I am like 99% sure of it.
Problem, part2: if I do any kind of modification to the script or just "Export" it as is using near infinity, its copy appears in /override folder and it starts being executed as supposed to.
Problem, part3: even though I can easily reproduce the bug on my own setup, I have no idea how to reproduce it on any other one. I'm quite sure that if you normally install Improved Asylum and then generalized biffing, the script would be executed just fine. I think it has something to do with broken memory somewhere in biff exctraction procedures or in script assigning blocks, so there is most likely no way to 100% reproduce it on any other setup.

Question 1:
What can even cause such problem? Is it related to the game engine, generalized biffing, or the mod itself?

Question 2:
Which additional tests should I try? I am currently aiming to add some debug logging into CScriptParser::ParseObject, to compare at the very least the number of parsed objects when the script rests in biffs or extracted to /override. Maybe I can try something else?

Edited by Suslik, 04 June 2012 - 05:30 PM.


#24 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 05 June 2012 - 12:31 AM

If it's inconsistent, there probably is a memory leak somewhere, which may be completely unrelated to the script. It took me ages to work out the issue with the Beregost crash, so unfortunately I can't offer any specific guidance in this matter.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#25 Suslik

Suslik

    Investigator

  • Member
  • 500 posts

Posted 05 June 2012 - 05:47 AM

The thing is I never continue playing until I resolve all bugs I encounter. Last time when we were investigating spell reflection bug I stuck at some point of my playthrough for about two weeks and about the same amount of time when investigating stutter bug. That works as a motivation to resolve them asap for me : )

That's why I want to figure out what's wrong with that script and continue clearing asylum : )

Edited by Suslik, 05 June 2012 - 05:52 AM.


#26 Suslik

Suslik

    Investigator

  • Member
  • 500 posts

Posted 22 July 2012 - 12:13 PM

I feel ashamed of myself as I lack motivation to continue the investigation until upcoming release of BGEE - the point when all hex patches will most likely become obsolete. I am sorry.

#27 Salk

Salk
  • Modder
  • 1420 posts

Donator

Posted 22 July 2012 - 08:20 PM

Suslik,

you did a very good job anyway! I understand you might lack motivation because of BG:EE coming in two months but I am not sure I will want to switch to it in the future. It all depends on whether or not my favourite mods will be supported. I'll buy it anyway though.