Help on Patching a Plug - .....ugh....
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
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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?
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
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
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
* 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
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
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.
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.
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®
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®
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).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 ??
A-Red
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
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?
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
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
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
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.
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.
- William Wallet
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- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
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- :) Da Cid (: McCl
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Heh, I always thought it might be that, but then again... they're all over Myth maps. I think.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?
I just hope it will work.
-Cid-
Having fun with poser horses and pasted-on Warrior torsos since 1990!™