Tomb Raider Forums  

Go Back   Tomb Raider Forums > Tomb Raider Level Editor and Modding > Tomb Raider Level Editor > Tomb Raider Next Generation

Reply
 
Thread Tools
Old 10-08-22, 01:18   #151
YumaS2Astral
Member
 
YumaS2Astral's Avatar
 
Joined: Jun 2015
Posts: 117
Default

Quote:
Originally Posted by AkyV View Post
You are right, you need to export plugin triggers from NGLE, and then you can place them in TriggerGroup script commands in TombIDE, and then you place triggers for TriggerGroups (eg. F118) down in Tomb Editor to execute the triggers in that TriggerGroup.

For the other thing:
Plugin triggers exported are longer than classic TRNG triggers exported.
I mean, you can see that plugin triggers are starting with the numbers of 01, 02, 03 etc. which classic TRNG triggers can't have.
You need a Plugin script command for that plugin installed in TombIDE. Check the ID in the Plugin command. Eg. if that ID is 1, then that number in your plugin trigger must be 01, not 02, not 03 etc.


(I could tell more about it, but perhaps that would be too much to a newbie. )
Your message has saved my life!

When I was trying to implement Akya's plugins on my level, they wouldn't work at all, and I wouldn't understand why. I have done everything right, from creating the appropriate trigger using normal NGLE, to exporting to TombIDE, etc. Turns out that this was the particular issue that was preventing them from working. I was already suspecting that it had to do with the plugin script commands, but it never ocurred to me that I had to match the plugin script command IDs with the starting numbers of the triggers themselves, depending of where they came.
YumaS2Astral is offline   Reply With Quote
Old 10-08-22, 19:28   #152
AkyV
Moderator
 
Joined: Dec 2011
Posts: 4,881
Default

You are welcome.
AkyV is offline   Reply With Quote
Old 05-11-22, 08:39   #153
Teone
Member
 
Teone's Avatar
 
Joined: Jul 2019
Posts: 443
Default

Hello, I want to report a possible bug in Plugin_AkyVMix02

Playing The Witch's Tea Party by Klona and trying to load savegames created by other users, my game crashes to desktop, and in the log I read the reason of the crash is Plugin_AkyVMix02
We all play the same game version because it was never updated (yet)

This is the log:

Code:
Version=1.3.0.7
Date: 2 June 2021  (11:0:34)  Size=2760704 bytes
CRS=Disabled
Last diagnostic mexage:ERROR: Get(GET_ITEM) invalid item index (2606), outside of valid range 0 - 128
Last directX error: 

MEMORY CODE MAPPING:

BASE     START    END       ID   PluginName             (PluginVersion - TrngVersion)
--------------------------------------------------------------------------------------
10000000 10001000 1014A000   0   Tomb_NextGeneration    (1.3.0.7 - 1.3.0.7)
72420000 72421000 7243F200   1   Plugin_AkyVMix01       (1.0.0.0 - 1.3.0.7)
72400000 72401000 72408000   2   Plugin_Chronicles      (1.0.0.0 - 1.3.0.0)
723E0000 723E1000 723EA200   3   Plugin_Cranes          (1.0.0.1 - 1.3.0.0)
72390000 72391000 723C6C00   4   Plugin_AkyVMix02       (1.0.0.0 - 1.3.0.7)
72360000 72361000 7237D200   5   Plugin_AkyVMix03       (1.0.0.0 - 1.3.0.7)
72350000 72351000 72355600   6   Plugin_Demibubble      (1.0.0.0 - 1.3.0.0)
72340000 72341000 72345400   7   Plugin_ExtendedSaves   (1.0.0.0 - 1.3.0.0)
72330000 72331000 72334E00   8   Plugin_Animatings      (1.0.0.0 - 1.3.0.0)
722F0000 722F1000 722F6200   9   Plugin_AutomaticFov    (1.1.0.1 - 1.3.0.7)
722E0000 722E1000 722E5C00  10   Plugin_FLEP            (3.0.0.0 - 1.3.0.7)
72270000 72271000 72272800  11   Plugin_Crystals        (1.0.0.0 - 1.3.0.0)
72260000 72261000 72265C00  12   Plugin_Subtitles       (1.0.0.0 - 1.3.0.7)
--------------------------------------------------------------------------------------
............... QUICK DIAGNOSTIC LOG ...............
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 0xC
RECOVERABLE : YES
CRASH OFFSET: 0x723A6F07  (Inside offset range of Plugin_AkyVMix02)
REGISTERS:
	EAX=0  
	EBX=4  
	ECX=0  
	EDX=AA0000  
	ESI=4  
	EDI=725C0FA5  
	EBP=BC3FE7C  
	EIP=723A6F07
	ESP=BC3FE48
Stack=0xBC3FE48  pContesto=0xBC3F968  pInfoEccezione=0xBC3F918
PRIMARY_STACK:
ESP=0xBC3FE48
STACK_TRACE:
	0x72438487
	0x100C477B
	0x448B5B
	0x1007502D
	0x100D1A85
	0x100C43D1
	0x4A6FC0
	0x451EF4
	0x451166
	0x475155
	0x49E67C
<CRASH DURING STACK TRACE>
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x19B0DC
STACK_TRACE:
	0x460020
	0x460020
	0x48CC6B
	0x48CACE
END_STACK_TRACE

OTHER_STACK:
ESP=0x118AB150
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE
Teone is offline   Reply With Quote
Old 05-11-22, 12:01   #154
AkyV
Moderator
 
Joined: Dec 2011
Posts: 4,881
Default

Hello!
Naturally I have not tested this complex environment together ever (not even knowing what the builder does). Naturally the level builder's task is also very hard to make a complex and perfect gameplay beta test with all of these plugins, even with a test team. Plus, I think it is very rare that people test other people's game saves when making a plugin or building a level.
What I am trying to explain now is that there are too many plugins working here at the same time together, it is hard to find the way which is possible with all with them, and which is not. Plus, when you theoretically do that fix successfully however, then there will be another complex plugin pack later in someone else's game, and perhaps that fix will be a bug for them.
In these cases (and not only for this problem, or this plugin) I only hope the level builder will find what goes wrong, and then will build differently, or skip that part.

However, what I can say for "Get(GET_ITEM) invalid item index (2606), outside of valid range 0 - 128" diagnostic message (those detailed reports with entries like "CRASH OFFSET: 0x723A6F07" are useless anyway, no one knows what they mean):

- 2606 is a really big item index. I suspect the builder uses a feature with an object index which should successfully transform that into that 0-128 interval. It is not 2606 everyway, because the game has a different index than the editor, but it also can be really a big one in the editor, it can be too much for that transformation. If the builder updates the game, then I suggest deleting both this object and another (not important) object with a little ID. Place the feature object again, which will be on that lower ID now, and replace the ID in the feature. Now they can place that not important object as well.
- My plugin2 uses changes in saving procedures (that is why perhaps having sometimes some little troubles, in menu trigger feature, with the ring inventory plugin, which naturally also does). I don't know what Plugin_ExtendedSaves does, but I suspect that also has changes in saving procedures, which are not compatible with my plugin when you use a savegame of other people.

Thanks for the report, anyway.
AkyV is offline   Reply With Quote
Old 05-11-22, 12:35   #155
klona
Golden
 
klona's Avatar
 
Joined: Oct 2009
Posts: 11,535
Default

It's very strange as there is no item with the ID 2606 in that specific level where the crash occurs, and that same level does not use anything from AkyVMix02 plugin.
klona is online now   Reply With Quote
Old 05-11-22, 16:39   #156
AkyV
Moderator
 
Joined: Dec 2011
Posts: 4,881
Default

As I said it is not ID 2606, it is the game index, not the editor one.
Is this ngle? Because it has a menu like "trep index" where you can identify the game index to the editor one.

If it is not, it is also possible with trng in TE. There are trng flipeffects to transform one ID to the other one, and then display them in a variable, which you can see eg. In Diagnostics text.
AkyV is offline   Reply With Quote
Old 05-11-22, 17:33   #157
Teone
Member
 
Teone's Avatar
 
Joined: Jul 2019
Posts: 443
Default

What puzzle me most is that this crash doesn't occur for some people, despite we play the same game version and we have the same OS.
Teone is offline   Reply With Quote
Old 06-11-22, 01:51   #158
justin
Member
 
Joined: Aug 2001
Posts: 4,748
Default

I experienced a different issue with regards to Aky's NVARs. Sometimes when a player shares a savegame, the variables get messed up. No real way to solve it, as Aky mentioned above it's just too many plugins working off of each other.

Either way, it's good for all of us to be aware of these funny limitations
justin is offline   Reply With Quote
Old 09-12-23, 13:10   #159
AkyV
Moderator
 
Joined: Dec 2011
Posts: 4,881
Default

I've just added a textual solution (see Readme.txt) for the issue you can read here:
https://www.tombraiderforums.com/sho...=226340&page=2
(See "Reload dual weapons?" title.)

Quote:
Troubleshooting for "reloading weapon" feature:
When Lara has a dual weapon in the hands, shooting in an angle, then sometimes she shoots with only one weapon, only one bullet, so the ammo amount for that weapon will be odd, not even.
This perhaps makes the procedure refuse to reload the weapon when that has just run out of any ammo.

The solution is - accepting that you will lose the last one bullet in your clip:

Make a GlobalTrigger (one shot resumed):
if LBB3 variable is 1 when that weapon is in the hand, then simply only subtract 1 bullet from the full ammo. It also should turn LBB3 to 0 and doing a reload automatically.
AkyV is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 13:33.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.