Sim stuck at Secret Society - can't get home
jolrei:
Sorry syberspunk: have honestly had no time in game in the past few days now. RL rearing its ugly head again, I'm afraid. Hopefully can get you an error log by the end of the weekend, if the error happens again. This is annoying for me too, since I was hoping to turn a few dormies into zombie slaves by now, and have not had time to get to it.
As mentioned above, I have nossrespawn loaded now and things are still working, but sslotfinalsfix.package is not reloaded yet. I'll reload it again before I go back in game and will report any success or errors. If errors then errorlog will be posted.
Addition: OK, I got a few minutes in game yesterday evening. I loaded sslotfinalsfix.package and shipped one of my students off to the SS. No problem. All appeared to work fine. She arrived. Buy and build mode worked fine. No problem with SS funds. She was able to call the limo and go back to her dorm. Her personal funds were fine upon return to the dorm. In sum, no noticeable glitch.
I exited TS2 and loaded sslotteryfix.package. Back in game, I took the same student and sent her directly back to the SS. Error messages came up immediately and the game hung. Had to force exit back to Windows. Removing the sslotteryfix hack resolved the issue. It seems fairly conclusive from my point of view that the sslotteryfix is the cause of the problem.
This could be for several reasons, I suppose. One is that I believe sslotteryfix was developed to respond to a problem specific to OFB and the fix is not compatible with UNI. In fact, since there was no problem with funds in my game (Base and UNI only), I'm not sure that I should have had it loaded at all anyway. However, I seem to recall that there was some interest in checking whether the hack was backward compatible, so this might help, I suppose. Anyway, it's staying off my game now. This seems to suggest that the old adage "if it ain't broke, don't fix it" holds true, and that I should probably keep that in mind when loading new hacks (even awesome ones) from now on.
Anyway, syberspunk, error logs are included if you are interested.
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jolrei:
The one thing I now recall that I did not test was how things worked with both ssfriendcountfix and ssfinalexamfix loaded together (i.e. sslotteryfix may not be the main problem). I'll try to test that as well and if there's a problem, I can post another error log. If that results in an error, it would point to a possible incompatibility between those two mods.
In any case, it appears there is no conflict between ssfinalexamfix and nossrespawn. Test yesterday did not come up with any errors when just those two were loaded.
Update: Now I'm confused (or more than usual anyway). I checked my earlier posts on this and my downloads folder. My earlier problem with secret societies occurred when I had nossrespawn, sslotfinalsfix, and ssfriendcountfix loaded. Playables would get abducted, but would be unable to actually join the SS, or return home from the SS.
At this point, with all those same hacks loaded, the SS functions fine. My only conclusion is that since then I cleaned out a couple of other hacks that I no longer wanted. These had nothing to do with the SS however. I have no playables just ready to join the SS at the moment, but when I do, I can test whether the "join secret society" action works properly. Still, bit of a mystery to me how it can not work 3 weeks ago, but work fine now.
Sorry syberspunk, not particularly helpful, I know. I'll try to retrace my steps and figure out what changed (might be a long process), but I think it's probably not your lottery hack, since that was not loaded in my game at the time of my original problem, and the sslotfinalsfix is now not causing difficulties.
syberspunk:
I'll still try and take a look at the error logs when I get home.
I will take a peek at the Uni code and see if the funds issue was a problem. I don't recall exactly when the problem surfaced, but it had been pointed out, and I managed to come up with a fix, but definitely recall, shortly after, Maxis EA coming up with a fix in one of their patches. I thought this was an OFB patch.
I am uncertain if the Pets patch is referring to the same problem, or if it was entirely unrelated.
The "problem" or bug that someone had brought up (I can't recall who) which made me come up with a fix, was for the funds. It wasn't so much a problem of sims getting stuck on the sslot, but rather, the funds would get all screwy. However... related to the same code that manages the funds, if the funds get screwed up badly, to the point where the game can't find any funds, it could end up puking on errors. Because the game always expects to be able to find the funds and/or manipulate them properly, it should theoretically never error. However, in that same code, if, for whatever odd, flukey reason, the funds get zero'd out or become negative (possibly due to number/buffer over/underflow), the code will just puke an error log and dialog. Thus, potentially causing a sim to get stuck at the sslot, unable to return or properly arrive there.
The game is supposed to generate default funds if it doesn't find any to begin with, and the patch may have fixed this (as well as sorting out the funds properly). I should take a look at my notes and see what I did. As I essentially tossed my personal version aside (well, archived it I think) and tried to extract and backport Maxis EA's fix. I think I compared the Uni, NL, and OFB code, and they were all still mostly the same, if not identical, which should mean that the fix would still be needed for those versions. Anyhew, I'll try and take a look at it this week and see if the errors in your logs are due to the hack.
Incidentally... the sslotfinalsfix and the sslotteryfix installed, if you scan your hacks, do you find anything that conflicts with either of them?
ETA:
Ok, so I looked at your error logs... and as far as I can tell, the code there doesn't seem to match the version of the hack/fix that I created.
Quote from: your log
Object id: 535
name: Controller - Secret Society
Stack size: 3
Error: Illegal owner field in data reference.
Iterations: 126
Frame 2:
Stack Object id: 7
Stack Object name: Portal - Pedestrian
Node: 0
Tree: id 512 name 'Soc&Rel: Test - Either Sim a Resident' version -32760
from global
Prim state: 0
Params: 768 Locals: 0 0
Frame 1:
Stack Object id: 7
Stack Object name: Portal - Pedestrian
Node: 0
Tree: id 4154 name 'Sub - Assign Funds To Secret Lot' version -32755
from DormController
Prim state: 0
Params: Locals: 0 0 0 0 0
Frame 0:
Stack Object id: 7
Stack Object name: Portal - Pedestrian
Node: 70
Tree: id 4117 name 'Function - Main - Secret Society' version -32746
from DormController
Prim state: 0
Params: Locals: 7 0 535 0
As shown here, in Frame 1, the code is running through the Sub - Assign Funds To Secret Lot BHAV that is modified by my hack/fix. However, at node 0, it appears to run some global BHAV named Soc&Rel: Test - Either Sim a Resident in Frame 2. This doesn't seem to match the code in my hack/fix. This also does not match the official Maxis EA code.
At first, I wonderd if the first line in the hack/fix might be a new function that isn't in Uni. The first line is:
0: Local 3 := Global(Budget Div 10000); true: A, false: error
I thought that maybe this global function might be new and only found in later EPs. However, I did a search through the disasembled code and I did find instances of this global function being called in other locations. So, it looks like this global function should still be valid in code even as 'old' as Uni only. So... it looks like my hack/fix should still work, even in Uni alone.
I would suggest scanning your hacks, with my hack/fix installed, and see if you find any other hacks that conflict. Something seems to be changing the Sub - Assign Funds To Secret Lot BHAV, in a way that my hack/fix doesn't, and it appears to definitely be different from even the Maxis EA original code.
Please let me know if you do find something that conflicts, and list it here. That way, I can edit my RTFM so that it lists whatever it is as incompatible. Thanks. :)
Ste
jolrei:
Quote from: syberspunk on 2007 August 20, 20:35:19
Incidentally... the sslotfinalsfix and the sslotteryfix installed, if you scan your hacks, do you find anything that conflicts with either of them?
At this point, doesn't seem to conflict. Forgive some residual non-awesomeness - would scanning with clean installer show the conflict if there is one?
Quote
Please let me know if you do find something that conflicts, and list it here. That way, I can edit my RTFM so that it lists whatever it is as incompatible. Thanks. :)
OK, will see what I can find.
jsalemi:
Quote from: jolrei on 2007 August 21, 17:10:50
At this point, doesn't seem to conflict. Forgive some residual non-awesomeness - would scanning with clean installer show the conflict if there is one?
No, clean installer will only show if you have more than one copy of the same hack in your downloads. You need to get a copy of the Hack Conflict Detection Utility (HCDU as it's commonly referred to here) from over at Paladin's Place (http://www.simwardrobe.com/).
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