Crash on resized lots at 7PM -- any ideas?

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pbox:
Quote from: J. M. Pescado on 2007 November 09, 07:25:51

There is only one condition under which this could potentially damage the game saves, and that is if a character was created in that session: I have noticed that the game will write out character files for characters that should not have been committed to disk yet, as can be seen when doing CAS on totally deleted neighborhood, and if the game were to terminate unexpectedly, those files would get left behind, gunking up your data.


A-ha .. thanks for that info. Might that be an explanation for why only CAS sims seemed to crash? The game writing those character files before/during/after the shrinking business, I mean?


Quote from: Emma on 2007 November 09, 06:51:57

why don't you try packaging the lots without roofs, no 'roof flat tiles, anything. Leave the lot open at the top. Then when the lot is placed, whoever has downloaded it can go into it in unoccupied build mode and add a roof.


Firstly, I'm not going to package any shrunk lots (and I hope nobody else will either) before this isn't fixed; secondly you can't add roofs edge to edge on any lot (except allegedly hipped auto-roofs), so it wouldn't work anyway.

J. M. Pescado:
Quote from: pbox on 2007 November 09, 10:15:19

A-ha .. thanks for that info. Might that be an explanation for why only CAS sims seemed to crash? The game writing those character files before/during/after the shrinking business, I mean?
I honestly don't know why CAS sims crash. Does this only afflict CAS sims fresh off the boat, or does it also afflict sims that, at one point, may have originated as CAS sims, but have been played for some time? What about born-in-game? It is entirely possible that the CAS-sim issue is purely a red herring. I would imagine the true issue is still objects being placed in illegal places on the lot. Clearly, there is something about walls that is bad for the game when the wall is placed flush with the edge of the lot. Does the problem entirely go away when the wall is set one tile in (the game normally insists regular walls be two tiles in, but greenhouse walls can be placed at one tile)? Clearly fences do not trigger the problem. What about if the wall is placed such that only the edges run into the side? You could simply leave that "edge" unsealed, as it is offworld anyway.

nil:
Pescado,

Actually, I've manually made a 14x20 lot as the smallest overlapping lots for rowhouses.
Since it's done manually, I can't be expected to edit the arrays chunk by chunk to go to both the left and the right of the lot.

So, in this instance, the 4 block rows are on the left hand of the lot.

Here's the link to reach that lot download "Moi_DR14x20_LightdeFL.rar"
http://www.modthesims2.com/showpost.php?p=1791493&postcount=295

Also just in case for those who may be interested, that post has shown how the lot terrain is easily switched.



As for lots with just walls @ the edges, I've not come across a crash at all so far personally.
http://www.modthesims2.com/showpost.php?p=1811531&postcount=859

However, the roof tests got me in questions.
http://www.modthesims2.com/showpost.php?p=1814222&postcount=963
http://www.modthesims2.com/showpost.php?p=1815065&postcount=989
Only the half gabled roof with 3 attic walls at the edges had crashed by the day/night toggle @ build mode but then no more crash on newer instances of that same build feature and the only difference is the saved fixed lot was then rotated in the same neighbourhood.  Gonna test if that's a factor.

Roofs crossing the trimmed and the reserved absolutely caused crashes on loading in all cases in my experiments.   That fits in pbox's roof test results.
However, new CAS families can still move in and played well for at least a sims day!  There's at least the shadowing problem.  The arrays for it was clearly messed up.

Please note I "clamped" the neighbourhood.package file and sometimes even the lot package file with simpe to avoid over-writing on these files in the experiments.  I might delete the tmp files as well or let them replace dependent on if the testing resulted in a crash.



Doc Doofus:
The reason for the 2-square limit on walls (but not on fences) might have to do with things like box windows, which can extend out from the window an extra space or two.

I have had crashes with NON-CAS Sims...  But the problem is more reproducible using CAS Sims, so it makes more sense to test it that way.

This may be bullshit speculation, but I think the problem has to do with something not getting initialized correctly.  Perhaps tweaking the building just the right way causes the game to do some necessary housecleaning that removes the problem.

The ones that I build in my BV game work fine every time, but the ones that I plop down as new copies from a PACKAGED version of that same house seem to have problems that require a build-mode tweaking to correct.

PBox or somebody said that there were reports on MTS2 of somebody having problems with a house that had a flat roof.  I haven't tried that.

Emma:
Quote from: pbox

Quote from: Emma on 2007 November 09, 06:51:57

why don't you try packaging the lots without roofs, no 'roof flat tiles, anything. Leave the lot open at the top. Then when the lot is placed, whoever has downloaded it can go into it in unoccupied build mode and add a roof.


Firstly, I'm not going to package any shrunk lots (and I hope nobody else will either) before this isn't fixed; secondly you can't add roofs edge to edge on any lot (except allegedly hipped auto-roofs), so it wouldn't work anyway.


I didn't mean offer them for general download, I meant for testing purposes. I can't see these lots ever working anyway and I wouldn't ever either 1) make one for general download or 2) download one for playing with.

ps. You came across as very rude and terse in your post. All that was lacking was a emotie giving me the finger or saying 'you suck'.

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