Help on Patching a Plug - .....ugh....

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William Wallet
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Post by William Wallet »

Arright, here's the scoop. I made a frickin' idiot out of myself by releasing Freedom 2 - and not even realising that PC's didn't play almost all the levels due to some wacky memory protection problem?

Anyway. I want to try and fix this. (Don't know how, but that's not the important bit).

How can I make some kind of patcher with my fixed stuff in it, so that people may, er, patch Freedom without having to download one fatarse plugin again?
Okay I got the models but now I'm too dumb to do anything with 'em
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Doobie
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Post by Doobie »

check out plugin patcher by vista i think, or omnipatch by Iron, both should be available from our hotline server. I assume they come with directions.
Want to play Myth? New and old Myth players can playmyth online at Mariusnet.com.
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William Wallet
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Post by William Wallet »

Aye. Thanks Doobie, yer smokin' as usual!
Okay I got the models but now I'm too dumb to do anything with 'em
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Baak
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Post by Baak »

GHOST made some PC-specific patches of games on The Mill just before it went down. There was a scripting issue in the following three plugins that he posted fixes for:

* Senex Silvae
* The Great War (beta 7)
* ToD (Traitor of Darkness) Village

The patches were posted at The Mill and were for a very specific map action or a series of map actions that PC's apparently didn't like (yikes - I guess this never was fixed? Didn't even think about it until now...).

I didn't save a copy of the html pages from The Mill (I only have the links to the patches), but I've got the patches listed above in a separate zip (I've already applied them to the plugins themselves). Wonder if we could reverse-engineer them to figure out what they were?

Of course it would be far easier if we could get a hold of GHOST and ask him what the scripting problem was... :;):


P.S. Hey WW: What does "12" stand for in your quote? :)




Edited By Baak on 1122764492
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William Wallet
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Post by William Wallet »

12? It's my favourite number of course! It forms the 3rd, more catchy part of our motto.
Okay I got the models but now I'm too dumb to do anything with 'em
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Baak
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Post by Baak »

I thought it might have been "one-two" like "have a fun one, too" or something like that...

Did you want me to find the patches I mentioned above to see if they hold the key to this mystery? Otherwise we should track down GHOST to find the answer. :)
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Post by Lothar »

Baak wrote:...Otherwise we should track down GHOST to find the answer. :)
Yeah, good luck with that :D
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Baak
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Post by Baak »

Heh - agreed. :)

I'm kicking myself a bit on this whole thing since I saved the links to the pages on The Mill where GHOST posted the above patches instead of downloading/saving the actual web pages themselves... At the time I didn't think The Mill was going anywhere and I also didn't really think about downloading the pages themselves... :p

It's some sequence of map actions that can give PC's conniptions. Dang, this could really be significant. I'll have to see what I can do to track him down. If anyone else has any ideas, please contribute as well. :)
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Baak
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Post by Baak »

William, I notice you've started another separate thread where it appears F2 works fine for you on a PC. I have yet to try level 2 from F2 or the last level from F1, but will let you know if I encounter problems.


I did manage to get a hold of GHOST (!) who replied to my question of map action problems. I suggest we determine if it is still crashing for PC'ers (sounds like A-Red is having problems) and if so perhaps grab the appropriate log file. If we can narrow it down to a specific level, GHOST has offered to take a look at the Map Actions to see if there is anything obvious he can find.

Here's his reply to me on the question of map action problems:

-----

Greetings Baak,

It`s been awhile since I`ve messed with map making, but I think the things I mentioned were . . .

1: Use of the Melee map action using the Power Over Distance Threshold Parameter was one cause, though this may have been fixed in one of the updates to Myth ??

2: Placing a Waypoint for a PLAT or MOVE in impassable terrain or in too narrow a passable area that the formation cant be formed.

3: Placing too many WAYP`s in a PLAT ?? I`m not totally sure on this one, its been awhile, but I think once you go above 30 or so WAYP`s, issues can arise.

4: The Map Action SNIF can/will cause issues if created/used with either Mac or PC.

Again, I`m not sure how much things have been fixed/updated within Myth II since I`ve gone AWOL, but some of these issues may be fixed since last I was around.

Hope this helps, if not, feel free to send me a .TXT of the MA`s and I will see if I can see anything that sticks out as a cause or possible cause for the crashes. :)

GL HF and pass on my regards to Magma for me please. :)

GHOST®
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Post by A-Red »

Baak wrote:1: Use of the Melee map action using the Power Over Distance Threshold Parameter was one cause, though this may have been fixed in one of the updates to Myth ??
I don't know about the others, but I'm quite certain this was fixed in 1.5.0. It made a whole lot of plugs playable for me that weren't before (namely the CoD level pack and some other early Creation stuff--Ares was big on the MELE action).

A-Red
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William Wallet
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Post by William Wallet »

Just looking at GHOSTS's list...

I don't recall putting too many waypoints in any of my platoon actions, but I used them all the time so maybe I've just forgotten.

It's odd, when I extract the plug into a local folder, it won't open levels. But when I go back to my original, it works fine. In any case I'll have to go back and look at what I might have done.

Er... is it possible that all the bullshit hidden messages I typed in there are giving Myth a headache? Too many '!'s and '?'s and 'CID IS A FOOL's?
Okay I got the models but now I'm too dumb to do anything with 'em
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Post by Myrd »

As far as I remember, your scripting was corrupt, if it's still the same issue as we discussed in this thread:

http://projectmagma.net/cgi-bin....6;st=20

I identified that problem, and TZ confirmed it by extracting the script and getting garbage output for one of the MAs:

Start snoowiSesame [Particle System Control]
deactivates_on_trigger
0.00, 0.00
{
( , ` )
(Ä?ÄÒ, )
ø?Ûê
ø?Ûê
}

The reason it was happening on Windows is because on x86, all values Myth reads from files must be byte-swapped, while on the PowerPC Mac this is uneccesary. The byte-swapping added an extra level of validation that was not being done on the Mac, so basically the Windows version of Myth II was identifying the problem w/ the corrupted script on load and crashing out ;P, while the Mac wasn't checking it on load.

To fix it, obviously just delete the faulty MA's.

P.S.: If it's a different issue, then forgive me for bringing this old one up, and I'll see if I can find what's the problem with the new one.




Edited By Myrd on 1123679700
Myrd
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Post by Myrd »

Oh, and the Melee MA was definitely fixed in 1.5.0, so all the maps that use it don't crash anymore. Joy!

As for the other ones, I'm not sure - but I do know that I've fixed a lot of small little crashing problems during 1.5 and 1.5.1 so I might have fixed a number of those as well, but I can't guarantee that.
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William Wallet
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Post by William Wallet »

Well I'll give it a roll soon enough. I've been busy entering the wonderful world of Work for the Dole, so haven't had a chance to play around with Loathing in a while.
Okay I got the models but now I'm too dumb to do anything with 'em
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:) Da Cid (: McCl
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Post by :) Da Cid (: McCl »

William Wallet wrote:Er... is it possible that all the bullshit hidden messages I typed in there are giving Myth a headache? Too many '!'s and '?'s and 'CID IS A FOOL's?
Heh, I always thought it might be that, but then again... they're all over Myth maps. I think.

I just hope it will work.
-Cid-
Having fun with poser horses and pasted-on Warrior torsos since 1990!™
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