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Old 11-06-21, 08:47   #14781
Craig Michaels
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Default Help - save/load and enemy errors

I've just encountered two problems with my level that I'm pretty concerned about. Both have to do with saving and reloading I think.

The first issue is that I've started having the game crash when I either save or reload the level, but it only seems to happen pretty far along in the level. I haven't figured out at exactly what point the problem starts, but I will save and the game will crash, or save successfully and try to reload and then crash, or even reload and somehow the thing reloaded in the list of savegames in the title level Are there standard things to check when saving and loading starts crashing the game?

The second issue I noticed is that enemies are starting to reappear. When I quit and went back into the game and loaded a savegame to test whether the level was working correctly, I returned to a room to find that an enemy I killed earlier was back in it's starting position - it was weird, it was there as if it was triggered but didn't move or react, although Lara "flinched" when touching it and made an "ah!" sound like she would if it were triggered, but it wasn't attacking or anything.

I'm wondering if these problems might be connected? And, I'm worried, since I thought I was really close to finishing my level I posted here since my level does use fairly extensive scripting and thought *maybe* some of the problems might be related to that. If that's a possibility I could post my script.

EDIT:
I just checked and I don't think I'm hitting any limits quite yet...
Total Rooms: 197
Total Moveables : 229
Total Statics : 51

Last edited by Craig Michaels; 11-06-21 at 08:55.
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Old 11-06-21, 09:22   #14782
Krystian
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How many levels do you have in your game? Because if it's more than 7, you may be running into issues with hub limitations.

The difference between the game engines of TR1-3 and TR4 is that the hub system was introduced into the engine for The Last Revelation. Meaning that you can traverse back and forth between levels, without having the state of the levels within a hub reset back to the initial state. Contrasting this with TR1-3, which didn't allow this, and if a level jump occured, it was never to one of the previous levels.
However, with this Hub system, there is a limit to how much the game can handle, because saving the current state for each level requires the savegame to store additional data, which slowly piles up, until it reaches a point that the game can't handle it anymore.

TLR solves the problem of having too many level states to save, by having the ResetHub script command used every so often. It clears the saved states of levels so far to make room for new levels to save. This is done at a point between two level jumps when it is certain Lara won't be returning back anymore (starting a "new chapter").

Using ResetHub solves the issue with the savegames causing crashes, but it comes with other consequences. As mentioned, it clears the level states thus far, meaning if after this ResetHub you jump back to these previous levels, it will be as if you're passing them again for the first time (enemies are not killed, doors are not triggered, switches are not used). Another consequence is that that some items will get removed from the inventory - these are non-generic items, such as puzzle items, key items, pickup items, their associated combo items, examines, etc. What will remain in the inventory is medipacks, flares, the picked up ammo items and weapons.

With TRNG, there are 2 more consequences to add to this: if you are using global variables or store variables to keep some data between level jumps - they will all get reset to 0, breaking any setups relying on such variables. The other consequence is if you are using the Diary feature, the pages from all diaries will be wiped out after the resethub, meaning that you will have to re-add them manually.

-------
If you are not having any "hub" levels where Lara can backtrack to previous levels, you could utilise the ResetHub on some level half-way and this will reset the state of the levels in the save game data. You use this command the following way in the script:
Code:
ResetHub= LvlNum
Where LvlNum is the destination level after jumping to which, the Hub Reset will occur, and the savegame states are cleared.

It is of course understandable that you might not like the idea of losing some inventory items, losing diary pages or having variables reset to 0.
Since there was an identical issue with the War of The Worlds project by Maati which heavily uses all of these features, I've developed a TRNG plugin that solves selected issues associated with ResetHub. These are the inventory items being removed, variables getting reset and diary pages being cleared out. But it doesn't completely get rid of clearing the level states, meaning that if you level jump back to a previous level after ResetHub, it will look like it hasn't been passed yet.

I will be releasing this plugin very soon, on this weekend, I'll post about it here and in the WOTW thread.
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Old 11-06-21, 10:01   #14783
Craig Michaels
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Quote:
Originally Posted by Krystian View Post
How many levels do you have in your game?
I only have a single level. I appreciate your suggestions though, although I think it must be something else since I have no level jumps.
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Old 11-06-21, 10:13   #14784
Krystian
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Are you using any plugins? Also, the crash log might provide a lead onto what's going on. If you could post that, it may help.
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Old 11-06-21, 10:31   #14785
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Quote:
Originally Posted by Krystian View Post
Are you using any plugins? Also, the crash log might provide a lead onto what's going on. If you could post that, it may help.
Thanks! I took a look at the crash, but don't understand what it means (yet). I am using Plugins, as listed in the crash report. I appreciate your suggestions!

Code:
Version=1.3.0.7
Date: 6 April 2017  (21:34:20)  Size=2580480 bytes
CRS=Disabled
Last diagnostic mexage:Set in ImageMonoScreen image from TempImage
Last directX error: One or more of the parameters passed to the method are incorrect. 
DIRECTX_STACK:
ESP=0x5E0FE58
STACK_TRACE:
	0x100D3C41
	0x48F8AE
	0x45EBE5
	0x100C431D
	0x4491E0
	0x100D6955
	0x451FB3
	0x451166
	0x475155
	0x49E67C
<CRASH DURING STACK TRACE>
END_STACK_TRACE


MEMORY CODE MAPPING:

BASE     START    END       ID   PluginName             (PluginVersion - TrngVersion)
--------------------------------------------------------------------------------------
10000000 10001000 1014A000   0   Tomb_NextGeneration    (1.3.0.7 - 1.3.0.7)
7B470000 7B471000 7B4DAA00   1   Plugin_ClassicInventory (1.2.0.0 - 1.3.0.7)
5CA50000 5CA51000 5CA58400   2   Plugin_Rollingball     (1.0.0.0 - 1.3.0.5)
5D890000 5D891000 5D896A00   3   Plugin_AODfanChocolateFanTR1 (1.0.0.2 - 1.3.0.7)
5C9E0000 5C9E1000 5C9F9E00   4   Plugin_TokyoSU         (2.0.1.1 - 1.3.0.7)
--------------------------------------------------------------------------------------
............... QUICK DIAGNOSTIC LOG ...............
WARNING: missing Header NG in  "TITLE.TR4" level file
At moment of crash the program was managing:
....................................................
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
	The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x2E7B0200
RECOVERABLE : YES
CRASH OFFSET: 0x10045465  (Inside offset range of Tomb_NextGeneration)
REGISTERS:
	EAX=2E7B0200  
	EBX=3C  
	ECX=0  
	EDX=0  
	ESI=7CC  
	EDI=776635B0  
	EBP=5E0FB70  
	EIP=10045465
	ESP=5E0FB30
Stack=0x5E0FB30  pContesto=0x5E0F650  pInfoEccezione=0x5E0F600
PRIMARY_STACK:
ESP=0x5E0FB30
STACK_TRACE:
	0x100C42C8
	0x475795
	0x47AF2D
	0x7B47361C
	0x7B4C1A7D
	0x7B4C0DC0
	0x7B478475
	0x7B4826D0
	0x7B4C0CB9
	0x7B4AE6DB
	0x7B4ABA91
	0x7B4B396F
	0x7B4D7BB8
	0x7B4C0955
	0x7B4CC360
	0x7B4C093D
	0x7B4DA53B
	0x7B4BE9A9
	0x7B4BE7AD
	0x7B477F42
	0x7B47217E
	0x7B4721DD
	0x100D331A
	0x100D7FE6
	0x100D80AA
	0x100D6955
	0x451FB3
	0x451166
	0x475155
	0x49E67C
<CRASH DURING STACK TRACE>
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x19B0DC
STACK_TRACE:
	0x499ED7
	0x48D323
	0x48CC6B
	0x48CACE
END_STACK_TRACE

OTHER_STACK:
ESP=0xE2B150
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE
EDIT: HMM . . . now something else is wrong. I just had Tomb Editor crash when loading my level, which has never happened before. It *looks* like there's something wrong with my objects, maybe my .wad? It says "Object reference not set to an instance of an object." I tried looking up this error but didn't find any answers yet...

Some things I've done recently:
  1. - I switched out Lara's outfit for a while in a new .wad but made no other changes. I didn't like the new outfit, so I switched back to my old .wad.
  2. - I deleted some old rooms that I wasn't using, but I made sure to replace them with new ones. The only difference is that they used to be called "Room87" and now they are "Room87 (digged below)" etc.
  3. - I added a new script line with a Global Trigger and two Trigger Groups to open a door when two enemies die. It worked fine.

Code:
Application does not support just-in-time (JIT)
debugging. See the end of this message for details.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at TombLib.Rendering.DirectX11.Dx11RenderingDrawingRoom.<>c__DisplayClass11_0.<GarbageCollectTexture>b__0(RenderingTextureAllocator allocator2, Map map2)
   at TombLib.Rendering.RenderingTextureAllocator.GarbageCollect(Boolean checkTime)
   at TombLib.Rendering.RenderingTextureAllocator.Get(RenderingTexture texture)
   at TombLib.Rendering.RenderingTextureAllocator.GetForTriangle(TextureArea texture)
   at TombLib.Rendering.DirectX11.Dx11RenderingDrawingRoom..ctor(Dx11RenderingDevice device, Description description)
   at TombLib.Rendering.DirectX11.Dx11RenderingDevice.CreateDrawingRoom(Description description)
   at TombEditor.Controls.PanelRendering3D.<.ctor>b__140_0(Room room)
   at TombLib.Utils.Cache`2.get_Item(KeyT key)
   at TombEditor.Controls.PanelRendering3D.OnDraw()
   at TombLib.Controls.RenderingPanel.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
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    Win32 Version: 4.8.4360.0 built by: NET48REL1LAST_C
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----------------------------------------
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----------------------------------------
TombLib
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------
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----------------------------------------

************** JIT Debugging **************
Application does not support Windows Forms just-in-time (JIT)
debugging. Contact the application author for more
information.
EDIT 2: I *think* I've gotten closer to solving the problem, and my level isn't crashing anymore. However, I'm facing two other issues.

1) Swapping Meshes Twice. I had a scenario in mind in which an object (Pushable_Object2) swapped meshes twice. First using a heavy A37 trigger (swapped mesh with Animating2_Mip) and then using a second heavy A37 trigger under a flyby cam (swapped mesh with Animating1_Mip) a while later. I'm not sure exactly why, but removing the second mesh swap was one of the things that meant my level wasn't crashing. Can you only swap meshes once, or are there any other limits about swapping meshes that would be helpful to know?

EDIT 3: Looks like YES, swapping twice is something you can't do without reversing the first swap... see here: https://www.tombraiderforums.com/sho...6244&page=1318

So, new question: I'll try to figure out how to reverse the first swap before triggering the second swap. In that way, could I change the mesh twice, as long as I swap back to the original mesh in between? And if so, how do I swap back to the original, since meshes for pushable objects aren't an option in the A37 list.

2) Substituting Objects. I wanted to have two different 4-click raising blocks in my level, so I used the script command "AssignSlot= ANIMATING3_MIP, RAISING_BLOCK1" with a different raising block reassigned to the Animating3_Mip slot. However, when I saved and reloaded my level, the substitute raising block no longer had collision. I tried doing the same thing with the regular raising block and its collision remained. Is this a known problem, or did I set something up incorrectly?

Last edited by Craig Michaels; 13-06-21 at 01:17.
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Old 14-06-21, 12:17   #14786
Die Basis
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Posts: 456
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Hi,

tried to use "BKGDF_ADD_DARKNESS" flag to CUST_BACKGROUND command

but didn't see any effect. According to Paolone it gives a kind glass plate effect.

Code:
Customize= CUST_BACKGROUND,BKGDT_INVENTORY,BKGDF_KEEP_GAME_SCREEN +BKGDF_ADD_DARKNESS, 200, IGNORE
Thanks for any help.
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Old 14-06-21, 16:15   #14787
AkyV
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Posts: 4,881
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Yes, this is what he says:

Quote:
This flag add a dark shadow to original game scene, giving the idea of a transparent effect like a plate glass over the game scene.
Simply a menu screen black layer, where 0-255 are the degrees, and it works nicely on my side, just tried your exact setup...
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Old 14-06-21, 16:44   #14788
Die Basis
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Quote:
Originally Posted by AkyV View Post
Yes, this is what he says:
and it works nicely on my side, just tried your exact setup...
o.k. thanks, really strange because I tried everything and didn't see an effect at all. All other BKGDF_... Flags work fine.
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Old 15-06-21, 11:46   #14789
l.m.
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I want to use the Obelisk / Turn Switch Puzzle to "unlock" the pulley, but when I place the pulley and set it Invisible in the OCB (also put "1" into the OCB) window the pulley still can be pulled and activate some things..
what am I doing wrong here?

EDIT: Found it..
apparently I accidentally placed the obelisks in such a way that the pulley is triggered. Oups.

but another question arises for me. It is hard-coded that the pulley is activated. However, I would like to play a sound when the puzzle is solved (and a flyby). Basically I want to trigger something. I can certainly do that via a global trigger and condition trigger groups, but I can't think of how to set up the conditions for this in the TRNG. Anyone have an idea?

Last edited by l.m.; 15-06-21 at 12:23.
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Old 15-06-21, 19:00   #14790
AkyV
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It probably should be a GT_CONDITION_GROUP GlobalTrigger, naming a TriggerGroup containing the condition trigger(s) exported.
It depends on exacly when you want that special thing to be activated.
Eg. if you want to do that when ANIMATING3 of the obelisk setup has been exploded, then it probably should be an "if that ANIMATING3 is killed" condition trigger exported.
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