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1  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 March 05, 02:27:02
I have tried tracing the mystery crashes using extensive 50/50 patch diffing, but it ended up in a weird, nonsensical place, and when I tried messing with it, the problem just disappeared on its own, even when nothing was actually changed.

I've played several sessions of a couple of hours each in the last few days, adding Awesome back into my suite of CC (including other mods, from Twallan mainly). Interestingly, I have not had a crash. I did not use resetworld, and did not alter anything else as far as I know. Weird. But so far, so good.
2  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 March 01, 01:17:32
I'm willing to give that a go. Just enter it in the cheat box, presumably. I'll let you know if it helps.

3  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 February 27, 06:18:47
Just a query - removing Awesome definitely stops the crashes, putting it in definitely causes them. Using my normal amount of other CC (not masses, but some) does not result in crashes unless Awesome is also present If the problem is simply a limitation of XP Home, what is Awesome doing that the rest of the CC is not?

4  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 February 26, 22:44:36
Nec - no, I have never used that command.

PA - I don't understand the /3G switch either, though maybe I'll Google it now and find out. Is it the same thing as Large Address Aware? I already upgraded the RAM as far as I can, which did stop an earlier memory problem.

I'll move out some of the surplus family members - it was in the plan anyway, but I was trying to fix those crashes before playing seriously again. A smaller household may do the trick, and otherwise, perhaps Neverglade is not for me! Thanks for your help. 
5  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 February 26, 11:55:52
XP Home, Version 5.1
6  Awesomeware / AwesomeMod! / Re: AwesomeMod Bug Report Thread on: 2012 February 25, 01:13:46
Hoping to get this right from the start....let me know if more info is needed.

Awesomemod appears to be causing a game crash.

I only recently got Pets, and updated all mods and objects carefully. The crashing definitely dates from that change; the game ran fine pre-Pets.

I'm using the most recent published version of AM (dated 30th Jan), and am patched to 1.29 with the intermediate patches as well.  I have all EPs up to Pets, no stuff packs. Currently installed are Riverview and two CC-free custom worlds (Neverglade and Niua Samoa), both of which have worked fine until now. The only CC is store stuff attached to Riverview, and of course Awesomemod.

The crash is occurring at random intervals in live mode, on any speed. The screen goes black for a moment, then comes back (but frozen) for another few moments, then crashes to desktop. The errors are usually 0x00000030, which the Crashlog Analyser interprets as a corrupted save. I have had some reports of faulty CC as well, with various error codes. I can't spot any correlation between crashes and any game activity - I installed Twallan's Errortrap but it didn't catch anything at the right times.

Sometimes the game runs for one or two sim-days before a crash, sometimes less. Using a previously crashed save will crash much faster, but restored backups still do it after a couple of days. My current game is in Neverglade, a large world, and involves an eight-sim household and their stuff, but I believe my system should be coping with that.

Crash log info that could be useful:

EA_PLATFORM: Windows on X86
OS name: Windows XP
OS version number: 5.1.2600
OS service pack: Service Pack 3
Debugger present: no
CPU count: 2
Processor type: x86
Processor level: 6
Processor revision: 5898
Memory load: 67%
Total physical memory: 3068 Mb
Available physical memory: 1009 Mb
Total page file memory: 7000 Mb
Available page file memory: 5117 Mb
Total virtual memory: 2047 Mb
Free virtual memory: 534 Mb

[Application info]
Language: C++
Compiler: Microsoft Visual C++ compiler, version 1400
App path: C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe
App version: 0.1.0.1266

[Exception info]
date: 2012-02-25
time: 11.41.04
type: ACCESS_VIOLATION reading address 0x00000030
address: 0x00d22aef "C:\Program Files\Electronic Arts\The Sims 3\Game\Bin\TS3W.exe":0x0001:0x00921aef

Hope this can be addressed - it's painful to play without Awesome. Let me know if any different information would be useful.
7  TS2: Burnination / Peasantry / Re: Base hood University: Lion's Uni-GoldRecord and Unitest (Based on Argon's) on: 2011 September 25, 08:28:47
Haven't used it in a while, but from memory, you can close the windows. They come back if you click on the semester tester. Or you can leave just one of them open, if everyone is on the same schedule, and keep an eye on the click that way without fill ing your whole screen.
8  Awesomeware / Playsets & Toys / Re: Salvaged Stories Crap on: 2010 April 08, 02:50:16
Risking necromancy...

Having CS corefuncs in the game seems to remove the apartment icon from apartment buildings in hood view. If that's all it is doing, it's not much of a problem, but is it a hint of anything worse?
9  TS2: Burnination / The Podium / Re: Apartment Lot roads on: 2010 April 01, 13:43:04
Ah. Sorry, that's way beyond my code-cracking skills. Need a Pescado for that question.
10  TS2: Burnination / The Podium / Re: Apartment Lot roads on: 2010 March 31, 12:04:19
Just answering the question...
11  TS2: Burnination / The Podium / Re: Apartment Lot roads on: 2010 March 25, 10:06:17
Answer - repaint the road once for each occupied apartment, and it sticks. Presumably it would need doing again, anytime an apartment is emptied and re-leased.
12  TS2: Burnination / The Podium / Re: Question about: Castaway Stories Conversion for Sims 2 on: 2010 March 25, 10:03:44
Did you give it a new GUID?
13  TS2: Burnination / The Podium / Re: Making your own strays on: 2010 March 12, 04:18:10
I used Inge's teleporter cat to move CAS-created 'strays' into a test family, then from there I could make them real strays using the teleporter. They wander onto lots just as they should.
14  TS2: Burnination / The Podium / Re: Apartment Lot roads on: 2010 March 08, 05:02:38
Repaint every time, or repaint once for each of the apartments?
15  TS2: Burnination / Peasantry / Re: CS Items and Replacements - Now with More Stories Items on Second Page on: 2010 January 16, 11:29:24
For my own convenience, I've given the clothing booth uploaded here a new GUID so it no longer overwrites the Eaxis expensive model. Thought I'd put it here in case others can use it too.
16  TS2: Burnination / Oops! You Broke It! / Re: Second Emprie 2-tile windows, WTH? on: 2009 November 10, 06:00:32
This is a fix for the round windows of the same set:
http://www.patchworksims.de/index.php?page=DownloadDBData&dataID=62

Apparently they are borken too. Don't know if there is a fix for the 2-tile version.
17  TS2: Burnination / Peasantry / Re: CS Items and Replacements - Now with More Stories Items on Second Page on: 2009 October 18, 03:50:37
Necromancing to add (since I can't see it mentioned in the thread) that the clothing-change booth posted here seems to overwrite the expensive basegame one. Just so you know.
18  TS2: Burnination / Peasantry / Re: The Great CS Bundle - Updated (2009/02/05) on: 2009 October 18, 03:45:54
Hi! I've been using these CS files for a while, and they're great. Shame the objects never got done, but that's life. The clothes and build mode sets are wonderful.

Now to my question:
I am working on a set of NPC replacements, and wanted to put them into the CS clothing. However, there don't seem to be any mesh files (GMDC) in Richief's bundled packages. Are they called something else? If they are referencing Maxis meshes from Sims 2, how can I identify the mesh?

I realise I'm a dinosaur for being interested in Sims 2 at this stage, but if someone can tell me how to get usable meshes out of those bundles, that would be grand.
19  TS2: Burnination / The Podium / Re: Do you think this would work? A NEW community lot time idea. on: 2009 August 16, 00:23:32
What happpens currently when sims go on vacation? My sims never get vacations.

I am using Crammyboy's hack, so I know it can be frustrating to watch the empty house for hours, waiting for the family to come home. I love the way it works in other ways, though. It's okay if someone has been left behind. I enjoy concentrating on fewer sims for a while.

To ease the situation where one sim is returning from a comm lot, while others have been off-lot at school or work, you could use an age check - the earliest arrival of a sim aged teen or above would start the clock.

That would avoid the social worker grabbing kids after school. Toddlers might then age before their parents get home, but at least it wouldn't be the nanny enjoying the party.
20  TS2: Burnination / Peasantry / Re: Proper Gardening Badge Building! on: 2009 August 08, 13:45:35
I've just discovered that this hack is blocking Cyjon's inaccessible hedgetrimming mod. Now I have to choose. Sad

And since I've necromanced anyway, what happened to Pes's hedgetrimfix? I can't find it anywhere, was it ever released?
21  TS2: Burnination / Oops! You Broke It! / Re: Pleasantview disappeared, and will not return. on: 2009 August 04, 11:31:21
I had this happen too, and didn't get it back even after re-installing on a new machine. I'd given up looking. Just so it doesn't look like a one-person issue.
22  TS2: Burnination / The Podium / Re: Apocalypse! How many are left? on: 2009 July 14, 03:46:26
I'm still on Sims 2.

It happened that I had to get a new computer just as S3 came out, so I could play it if I liked. But there's still masses of stuff in TS2 that I haven't really explored, and I have no desire to abandon all the tweaks, mods and interesting CC that improve my game. It will be a long time before Sims 3 matches that.

I followed all the threads for a while when S3 came out, but it didn't appeal beyond a certain level of curiosity.  And besides, they all look like puddings.
23  TS2: Burnination / Peasantry / Castaway Minifridge Colours on: 2009 June 25, 00:04:13
My shipwrecked sims needed some food storage, and those big fridges just dominate the grass hut way too much. So I made a few recolours of the minifridge from Uni. Four of them are on MTS; those texures are made to match the Seasons Tiki counters. The fifth one matches one of the Tiki counter recolours Devilsrope extracted from CS, so I'm posting it here for anyone who wants it.

The Maxis-match versions: http://www.modthesims.info/download.php?t=349708

The green CS version: http://www.mediafire.com/?byxylzwojzm



Hope someone has a use for them. (Let me know if the link doesn't work.)
24  Awesomeware / Playsets & Toys / Re: Salvaged Stories Crap on: 2009 June 05, 07:15:29
I think I have fixed it at last.

I'd done most of the things you suggested already, but I did them again and a few other options as well. No change. In the end, though, I made a new Anygame, with all new files set up, and got a new DL folder with it. Putting my old CC in there seems to be working fine. I suppose I must have done something icky while updating the previous version and broken it.

Thanks for your advice.

25  Awesomeware / Playsets & Toys / Re: Salvaged Stories Crap on: 2009 June 04, 13:17:30
I thought it very unlikely; just not sure what to try next.

I am using Numenor's AnyGameStarter, with all EPs (except Pets). Of the Stuffpacks, only M&G at this moment, although I had FFS on the old computer.

I've used the AGS for a long time without trouble, and I already asked Numenor if the AGS could be causing the problem.  Numenor he can't explain it, especially since the downloads folder is being accessed in part.

In that AnyGame I have fairly minimal CC. Which means all sorts of hacks, mostly by Pescado, Twojeffs and Squinge, but nothing new since changing comps. The object-type CC is mostly castaway stuff from here, although there are other things too. Again, nothing new except for the complete re-install. Mainly I'm confused because the configuration hasn't changed and I can't see a reason for it to stop working.

The only CC I have found in-game is a few Eaxis-castaway recolours (from somebody here) and the castaway hood deco objects. Oh, and the castaway clothing seems to be working too.

I've just had yet another check in case I missed something, and there is no CC anywhere apart from those things. It's not just Castaway stuff, there are a number of other things missing, even hack objects like TJ's Blender and the Batbox.

So I'd better make a special  'borken, please help' thread I suppose. It's doesn't look like it is castaways-specific despite my hope that it was.
Morriganrant, thanks for your reply, it narrows down the possibilities at least.
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