Crash on resized lots at 7PM -- any ideas?
J. M. Pescado:
Yes, but all those things are softcode. It is extremely unlikely that they are the things causing the crash given how isolated they are. Codes like that are all isolated on objects which are not even commonly present on the lot.
dizzy:
I can quite easily make the game crash with soft code. In fact, it's pretty easy to crash the game with Lua code.
Mootilda:
Quote from: J. M. Pescado on 2007 November 09, 07:25:51
It's very unlikely that this condition would corrupt anything, because the game simply crashes and burns spectacularly, preventing the data from saving.
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.
I really have to disagree with this. What JM says is true: if the game crashes, then it won't have time to save the corrupted data.
But, my concern is this: The game seems to work most of the time. However, at least one person has experienced increasing numbers of crashes over time. I'm concerned about what the game is doing with the "corruption" when it doesn't crash.
The access violation means that the game is accessing random memory. It could easily be corrupting random stuff in its own internal memory without causing an access violation. The O/S isn't going to stop the game from doing whatever it wants to with memory which belongs to the game - it only really stops programs when they try to access memory which is outside of valid memory space. So, anything that's loaded into the Sims 2 memory space is in danger of being corrupted.
We know that the game doesn't have strict checks for data corruption. It could be blindly continuing on, corrupting little bits of stuff as it goes. If our suspicion about out-of-world objects is correct, the game is only trying to access memory which is "a little bit off" from where it should be. Given the huge amount of data in a lot file, the most likely thing being corrupted (at least initially), is the lot itself. So, no crash and the user saves the lot to play another day. The new bits of corruption are saved with the lot. The next time it's run, the game corrupts the lot a bit more. Over time, perhaps it corrupts the neighborhood, or other lots being played, or sims.
I'm not saying that this is happening. I'm saying that it's a possibility. That's why someone said that it's better to have a spectactular crash than to have a little bit of corruption which grows and grows.
Some of us have been playing these lots without any sign of corruption or crashes. Perhaps the shrinking code doesn't corrupt all lots. Unfortunately, we don't have a LotAnalyzer which will check a lot for corruption and tell us what's corrupted and whether the corruption is spreading. That's why I consider all of these shrunken lots potentially bad - even if they've never had a crash.
Zazazu:
Quote from: nil on 2007 November 12, 12:34:46
so, what's the mechanism to get the game to switch to the night around 1800?
Does it affect other settings?
If that reported case is true, then my suspected cause is false or that can be an another factor for a crash.
Pretty unfortunately, it can have more than 1 factor. :-\
1. Shadowing,
2. nighttime sounding,
3. what else happens around 1900? Maybe, we need a list of that... :D
My suspicion is that the person who has nighttime starting at 6:00 doesn't truly have nighttime then. With Gunmod's Radiance Lighting, dusk falls at 6:00, and true dark doesn't start until 7:00. It's actually a bit darker internally between 6-7. On the couple of lots I could get to crash consistently (oddly, neither of them mine, although I did eventually achieve crashes on my own), I crashed both on day/night toggle from build/buy and on natural progression using the lighting mod - at 7 pm.
Now with my lots that have 1 space on each side, I've still yet to get a crash. Granted, I'm not playtesting at this point with a CAS sim, but I did get crashing around Day 7 on lot load with non-CAS sims on a lot with walls at the edges. The 1-space colonial I'm playing now is at about Day 22.
pbox:
Quote from: Inge on 2007 November 11, 14:10:52
But one person said they had a mod to make nighttime start at 6pm, and they still got their crashing at 7pm. That's how the 7pm walkby rumour started (I think)
I just skimmed most of this thread again and can't find any such statement. Inge, are you really sure? Do you have a pointer?
All I've seen seems to indicate the opposite: lots of crashes happening when people (me included) toggle night in build mode, regardless of in-game time. Lots with no lights have been crashing too.
I believe what you're thinking of might be the lights: there are a few fixes that turn on outdoor lights at 7PM (when it gets dark) and not 6PM (as per default) -- people have been talking about this in this thread. (Or, as Zazazu said, a lighting mod that makes use of the dusk and dawn stuff)
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