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476  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 03, 16:56:12
I suppose they never reckoned with us writing these tools.   So if it's not the game protecting its own data, I am pleased with the job my operating system is doing!  I have not yet had a totally borked hood and you should see some of the things I get up to!

Absolutely.  What we've doing with shrinking of lots to allow walls at the edges is well ouside of normal game play.

the program is severely lacking in what I would consider common robustness that is taught even at the college level.

Agreed.  However, that doesn't stop us from modding.  We just need to be careful to avoid doing things that the game can't handle.
477  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 03, 16:26:27
the code itself clearly does no bounds checking of its own (due to some compilation optimizations, no doubt).
Interesting hypothesis (that the compiler optimization is removing the bounds checking).  What do you base that on?  I've been assuming that the developers are using a language without bounds checking (nobody really writes software with C#, do they?) and that they are too rushed in development to add bounds checking on their own.

[Update:]

Did a quick check with friends in compiler development and game development and they agree.  Games are likely written in C / C++ and have no bounds checking unless the developers add it themselves.  Compiler optiimizations would never remove bounds checking unless they were fundamentally broken.  Let's not blame the compilers for the fact that the game developers are working too hard fast to do proper bounds checking.

(Sorry about the rant, but I work on program development tools for a living.)
478  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 03, 15:34:13
...and if so, what about one space from? The difference between having houses 4 spaces apart and having houses 2 spaces apart is considerable.

What about if you are shrinking pre-existing lots,and never moving them or putting them in the lot bin-does that have the same potentially damaging effect?

For both of these, the answer is the same:  Until we know what's causing the problem, we just don't know what's safe and what isn't.
479  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 03, 15:24:16
1) would be devastating unless it was optional.  I make gable-end roofs for terraced houses (that's the normal roof type) and they always hang over the end a little.  If you got rid of those there would be holes in my roofs.

Again, I'm a newbie to modding, but are you sure that this would create holes?  My plan was to try to cut the roofs at the very edges of the lot, so that there would be no overhang, but the roofs would line up with the walls.
480  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 03, 15:04:03
My primary concern since the beginning has been that the lot package is actually corrupted (based on the game code) and that this corruption may spread to the rest of the neighborhood.  I'm very sorry if I was unable to explain this adequately.  Sounds like dizzy has managed to explain it so that some people now understand the problem.  Thanks, dizzy!

However, people really want this feature, so I am willing to put some time into getting it to work.  The current LotExpander may be creating a lot package which the game is unable to handle, but that doesn't mean that we've run out of ideas.

My initial attempt at this feature was to shrink the various arrays without attempting to delete "off the lot" objects, or to keep objects on the shrunken lot.  When pbox put out her test lot, I was hoping that we might be able to narrow down the possible culprits (roofs, portals, foundations, ...).  Part of my problem is that I am completely new to modding and am unsure of what's possible.

Here are some of the things that I can try:
- Delete any roofs which go past the lot edge.
- Move any objects which are outside of the new shrunken lot, so that they are back on the lot.

If anyone else has any ideas, please let me know.

And I think it is safer than feared from the point of view of neighbourhood corruption.  As soon as the game detects the data is attempting to write to space it's not meant to, it crashes with an access violation.  If it was allowing corrupt data to overwrite other parts of the file, you'd be more likely to get your errors or crashes when you loaded another lot, not while you were updating or saving the faulty one.  So I think there are inbuilt defences.

I don't believe that you understand.  An access violation occurs because the game became so confused that the corruption was completely out of control.  An access violation is the operating system's way of stopping a program which has become "insane" and is trying to change memory which doesn't even belong to the program.  IE, the Sims 2 is trying to write into your open Word document and Windows won't let it.

An access violation is absolute proof that the game has no inbuilt defences.

The reason that these lots do not become more and more corrupted is that the game never gets a chance to write the file after the corruption is completely out of control.
481  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 01, 18:38:22
I'm wondering if we're all getting too bogged down in this issue.  [...]  All I am saying is, maybe the development of the LE can move forward and this doesn't need to be a complete obstruction.

Not a problem.  Development is continuing.  I've implemented adding and removing roads, a brand new UI for the advanced features based on everyone's feedback, changed the name to LotAdjuster, and am working on displaying the lot rotation / sun location.  plasticbox is overseeing the crash issues on shrunken lots, so that I don't have to worry about the issue until there's something concrete that I can do.
482  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 01, 16:24:22
To me it looks like roofs are part of the equation. [...]  Roof code must have changed with NL, with OfB, with Seasons, and with BV (new roof types and cheats were added for each of those). I don't know about Pets and Uni.

The LotExpander needed new code for the new Pets roofs, as well.  I don't know about Uni.
483  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 November 01, 16:00:55
* dizzy wonders whether the crash is caused by corrupted arrays

It could be there is a very good reason you don't put walls outside the normal bounds: because that would cause the handler to corrupt memory outside of arrays (possibly). I wouldn't put it past this steaming pile of crap they call code.

Yes, this is one possibility.  I'm willing to admit that my understanding of the various arrays is imperfect, based on Andi's original code, the Sims2Wiki, and my own testing.  So, it's possible that the LotExpander is corrupting the arrays during shrinking.  It's also possible that the arrays are fine (based on the file specifications), but the game is still unable to handle various things, such as walls, roofs, etc, on the edge of lots.

However, if either of these things were true, I would expect the corruption and crashing to get worse as people play these lots, not better.  I think that it's very encouraging that people tend to get one crash, then everything is fine.
484  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 October 31, 01:35:10
noteleportpuddle.package - hmm. What info on puddles is accessed at 7pm in all game versions? I can confirm that this is not a mod I have in my basegame.

Well, if this mod is related to the portals, and if a visitor always arrives on the lot at 7pm (which is also related to portals), then I'm going to guess that this is a portal issue, not a puddle issue.
485  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 October 30, 15:48:01
The problem is that lots that are present in your Neighbourhoods get automagically updated to the new file format when you install the new EP (which is why it takes forever to go into your 'hood the first time you enter it after installation), but lots in the LotBin are suspended in time and don't get updated. This means that people have experienced crashes with even Maxis-made lots that, say, came with the base game. As these lots have been made using the base game only or base game + Nightlife, this means that anyone running a different configuration needs to update the lot before attempting to move sims in.

This has not been my experience with tests done with the lot expander (which changes many, but not all, of the record types within the lot package).  Here's what I've noticed:

1) Installing a new EP doesn't update existing lots.  I have verified this by doing a bitwise comparison of lots within neighborhoods with various EPs installed.   However, I believe that installing a new EP updates the neighborhood package.
2) When a lot is added to a neighborhood from the lot bin, the game "marks" the lot with the newest EP, but doesn't change anything else in the lot package internal structure.
3) When you modify a lot and then save, the actual internal structure of the lot is changed to the latest EP.
486  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 October 30, 15:37:05
The only lot that I had problems with was one that got corrupted because it was too close to some other stuff when expanded. I got an error message when using LE. It was changed when I loaded the game, I could enter it but it was not a beautiful sight, lots of blue and weird stuff.

Can you explain what you mean by "it was too close to some other stuff when expanded"?

Do you have the text of the error message available?  I'd like to try to resolve the issue, if possible.
487  TS2: Burnination / The Podium / Re: Walls closer to the lot edges... on: 2007 October 29, 16:52:17
Yeah, I know. When I set up the townhomes in Queen's Cove, I added the fences in such a way that it seems like a few of them have connected yards. It's all visual, though. If I can play with the ability to use the Expander to make lots independent of roads, feasibly I can make a community garden to fit in the center section (I have a thing for community gardens  Cool ) but still...everyone would have to walk to it. If they can, I haven't seen anything on the R&D thread to indicate that you can. Not ready to play with that yet.

Inge has a set of buyable portals available at modthesims2.  With these, your connected yards can work by adding pedestrian portals near the gates in the fences.

Bon Voyage adds the ability to walk to another lot.  So, a no-road community garden will still be accessible.  If you don't have BV, then you can create a winding dirt "road" and move the car portals to appropriate spots on the lot - your community garden will be accessible by car, but won't look like it is on a main road.

This is all do-able right now.  I am currently adding logic to the LotExpander so that it will delete the roads for you, but the research thread at modthesims2 has a tutorial for adding and removing roads from your lot.
488  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 October 29, 15:59:28
I've skimmed through all of the posts.

If the crashes occur with lots made without BV and never occur with lots made with BV, then there is a possibility that there is an older record version which the LotExpander is not handling correctly.  Has anyone tried loading a lot which crashes in BV, making a build change to convince the game to regenerate all of the information in the lot package, and then saving?  This should change the record version to the latest one and might help to narrow down the problem.  If the BV-saved lot continues to crash, then it's unlikely to be an unknown record version.  However, if this fixes the crash permanently, then it may help point to the problem.

FYI: When a record type has multiple versions, it is usually because the data in the record is stored somewhat differently.  So, the LE might be trying to handle an X, Y coordinate in a record which actually has a string.

One thing that I can do is to provide a version of the LotExpander with some debugging code.  In order to help track down an unrelated crash in the LotExpander, I put code into the OBJT processing which prints out a hex and character dump (similar to the one that you see in the Hex Editor in SimPE), and then prints out each field in the record as it is processed.

This basically shows everything that the LotExpander "knows" about the OBJT records.  Someone would have to look over these records to see whether they could see anything anomalous - odd X and Y coordinates, truncated strings or strings which don't contain character data, etc.

Let me warn you that this would be a huge log file.  If people had specific objects that they wanted to check out (such as the trashcan), I could create a verion of the LE which would only print a log for specific OBJT instances; you would need to provide me with the instances that you want to look at.

I don't know whether this would be helpful or not, but if someone would like to try it, please let me know.  The OBJT record is one of the least-understood records that the LE is modifying, so I wouldn't be surprised to find some problem in the code.

If an alternative record type is suspected, I could probably do something similar for other records types, such as the roofs.

I will try to visit this thread again later today, or you can PM me at modthesims2.
489  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 October 28, 19:29:54
Well, you guys are making me nervous because I am not using a test neighborhood.  I plopped my new house down in the middle of Pleasantview's Downtown suburb, so I have a game with many hundreds of Sims in the Characters folder.
I would be wary of using a non-test neighborhood at this time.  We have seen more than one example of the game expanding any corruption that it finds to other sims and other houses within the neighborhood.  The Ottomas family is a example - Maxis warned people not to play the Ottomas family because it might corrupt your entire neighborhood.

From the reading that I've done, it doesn't sound like there is only one crash here.  Unless I'm reading incorrectly, some people are experiencing another crash which occurs when they first attempt to play the house, which cannot be a 7PM issue.

Also, everyone please remember - an intermittent crash means that many people can play this house without any problem - the fact that you manage to play without a problem is no guarantee that the problem won't occur the next time that you play.

I believe that pbox posted here in the hope that someone would be able to do some debugging based on the mini-dumps.
490  TS2: Burnination / The Podium / Re: Crash on resized lots at 7PM -- any ideas? on: 2007 October 28, 04:01:11
Some additional information:

I am not deleting any objects during the shrinking process.  If an object, such as the window, disappears after shrinking, then this is being done by the game itself.

I am hoping that these crashes are issues with something in the lot file, and not with the game's inability to deal with walls at the edges of the lot.
491  TS2: Burnination / The Podium / Re: Walls closer to the lot edges... on: 2007 October 27, 18:53:38
Also of probable interest here is that the currently in development version of Lot Adjuster allows you to have landlocked lots, that are not attached to a road.
Inge, until we have officially changed the name of the LotExpander to LotAdjuster, I think that it's just confusing to use this new term.
492  TS2: Burnination / The Podium / Re: Walls closer to the lot edges... on: 2007 October 26, 18:06:41
This is slightly OT, but related to the shrinking feature in the new LE - has anyone tried shrinking beach lots yet? 
Someone had some success shrinking a beach lot on the side, but (as far as I know) no one has tried shrinking the depth of a beach lot yet. If anyone would like to try this, I'd be happy to help in whatever way I can.

Update:
Inge Jones just succeeded in shrinking the depth of a beach lot:
http://www.modthesims2.com/showpost.php?p=1804821&postcount=630
493  TS2: Burnination / The Podium / Re: Walls closer to the lot edges... on: 2007 October 26, 12:33:44
You can, however, build right up to the pavement (or sidewalk, if you prefer) and your upper story can protrude over it - I think with moveobjects on it would be possible to build a "floating" upper floor  right out into the road, although I've never tried it.
The released version of the LotExpander (http://www.modthesims2.com/showthread.php?p=1747180) has an advanced "over the road" option which will allow you to place an upper floor over the road.
494  TS2: Burnination / The Podium / Re: Walls closer to the lot edges... on: 2007 October 26, 05:09:08
I posted a note over on S2c about this...  but the Lot Expander is telling me that my 3x2 lot is a 3x3, before I even do anything.  LE is wrong.  My lot is definitely a 3x2.  Double-checked it.    I'm going to wait for more feedback about that before I do any shrinking.
The LotExpander isn't wrong.  It says that it is including the space for the road.  Thus, a 3x2 lot becomes a 3x3 lot, including the road.
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