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CTD after adding door - help


jastey

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I use the following in the tp2 to add a door to my custom mod area (secret door, cannot be detected, will not close when opened). The area loads fine without this, the door looks ok in NI (as far as I can tell).

With the door, the area CTD upon loading. Can anyone point me to the obvious or has an idea why it leads to a crash?

 

  LPF fj_are_structure
    INT_VAR
    fj_flags               = 0b010100000 //locked, cannot close, secret door
//    fj_open_box_left       = -1
//    fj_open_box_top        = -1
//    fj_open_box_right      = -1
//    fj_open_box_bottom     = -1
    fj_closed_box_left     = 1998
    fj_closed_box_top      = 1440
    fj_closed_box_right    = 2036
    fj_closed_box_bottom   = 1512
    fj_cursor_idx          = 30
    fj_open_loc_x          = 2003
    fj_open_loc_y          = 1509
    fj_closed_loc_x        = 2042
    fj_closed_loc_y        = 1469
//    fj_door_open_vert_0    = 520 + (826 << 16)
//    fj_door_open_vert_1    = 527 + (830 << 16)
//    fj_door_open_vert_2    = 545 + (798 << 16)
//    fj_door_open_vert_3    = 545 + (727 << 16)
//    fj_door_open_vert_4    = 539 + (724 << 16)
//    fj_door_open_vert_5    = 520 + (750 << 16)
    fj_door_closed_vert_0  = 1998 + (1487 << 16)
    fj_door_closed_vert_1  = 2031 + (1512 << 16)
    fj_door_closed_vert_2  = 2036 + (1470 << 16)
    fj_door_closed_vert_3  = 1998 + (1440 << 16)
//    fj_cell_open_vert_0    = 32 + (68 << 16)
//    fj_cell_open_vert_1    = 33 + (67 << 16)
//    fj_cell_open_vert_2    = 32 + (67 << 16)
    fj_cell_closed_vert_0  = 123 + (118 << 16)
    fj_cell_closed_vert_1  = 123 + (119 << 16)
    fj_cell_closed_vert_2  = 123 + (120 << 16)
    fj_cell_closed_vert_3  = 123 + (121 << 16)
    fj_cell_closed_vert_4  = 123 + (122 << 16)
    fj_cell_closed_vert_5  = 124 + (119 << 16)
    fj_cell_closed_vert_6  = 124 + (120 << 16)
    fj_cell_closed_vert_7  = 124 + (121 << 16)
    fj_cell_closed_vert_8  = 124 + (122 << 16)
    fj_cell_closed_vert_9  = 124 + (123 << 16)
    fj_cell_closed_vert_10  = 125 + (120 << 16)
    fj_cell_closed_vert_11  = 125 + (121 << 16)
    fj_cell_closed_vert_12  = 125 + (122 << 16)
    fj_cell_closed_vert_13  = 125 + (123 << 16)
    fj_cell_closed_vert_14  = 125 + (124 << 16)
    fj_cell_closed_vert_15  = 126 + (121 << 16)
    fj_cell_closed_vert_16  = 126 + (122 << 16)
    fj_cell_closed_vert_17  = 126 + (123 << 16)
    fj_cell_closed_vert_18  = 126 + (124 << 16)
    fj_cell_closed_vert_19  = 126 + (125 << 16)
    fj_cell_closed_vert_20  = 127 + (122 << 16)
    fj_cell_closed_vert_21  = 127 + (123 << 16)
    fj_cell_closed_vert_22  = 127 + (124 << 16)
    fj_cell_closed_vert_23  = 127 + (125 << 16)
    fj_cell_closed_vert_24  = 127 + (126 << 16)
    fj_cell_closed_vert_25  = 128 + (123 << 16)
    fj_cell_closed_vert_26  = 128 + (124 << 16)
    fj_cell_closed_vert_27  = 128 + (125 << 16)
    fj_cell_closed_vert_28  = 128 + (126 << 16)
    fj_cell_closed_vert_29  = 128 + (127 << 16)
    STR_VAR
    fj_structure_type      = door
    fj_name                = Door11
    fj_door_wed_id         = DOOR11
  END

BUT_ONLY

 

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I also tried it on vanilla IWD setup, also works fine. Pretty sure it's either something local on your end, or you're doing something else to the area that causes CTD when combined with the door addition.

I can suggest to  try it on a clean install, and failing that upload/link the whole package that is having the issue.

Edited by Ardanis
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Thanks for re-checking. I do have Fixpack and IA installed, but I'm only mentioning it but not to point the blame in any way. I am sure it's something local on my end, only that when I tested it on AR0700 my mod doesn't touch that area. I'll keep looking.

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When I had area crashes in the early builds of IWD-in-BG2, nine times out of ten it was due to one of the creatures in the area--typically a bad animation or an item with a bad opcode. Try removing some creatures and seeing if that clears up the crash.

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Problem is, it's the door she's trying to add. But otherwise yeah, if something crashes then wipe obvious suspects, and then everything else including scripts, to see if it stops. Then narrow it down bit by bit.

 

PS Assuming IA stands for Infinity Animations, there might indeed be some indirect relation. Check if the code works without it?

PPS Maybe a conflict between IA's area patching code and what's built into WeiDU? If there was an update for something EE-specific, and IA is using old code, I imagine it *could* conflict.

Edited by Ardanis
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Just now, Gwendolyne said:

Are they wyverns in your map?

No, not in the custom area and also not in my AR0700 (at least I think so...?). The mod uses IWD animations, though, so in the custom area there is one IWD animation like a ghost or something. This does not crash the area, though. Everything works fine as long as I do not apply the door patch posted above.

 

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