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Post by Reyna on Aug 21, 2012 14:18:58 GMT -5
I completed three wood construction aids yesterday and all three are now missing - one of them has reverted itself back to a construction site as well.
Did we surpass your fix?
Edit - Salvage table is also missing that was completed last night
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Post by kennystardust on Aug 27, 2012 10:45:14 GMT -5
It would seem like its random items that were last constructed on the server. The more we build it seems to give permanency to the older ones, but then they start to disappear.
For example. My iron supplies once completed they disappeared upon a server reset.... and then after i just continued making more... the one i was making disappeared during reset and the old one stayed. - I'm going to see what happens if i keep building. Perhaps the beds will return to camp gadget if I keep agitating the situation. Hopefully that will give us a better idea of whats going on.
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Post by Xan on Aug 27, 2012 10:53:33 GMT -5
As a side note, Vurk's camp in the Mountain Pass seemed to be wholly intact the last few times I passed through there. Most recent was yesterday.
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Post by kennystardust on Aug 27, 2012 11:39:48 GMT -5
Like i said I think its only really new items it effects... so if i build alot...and everything returns in camp permanently then we at least know its the newer items.... as Octavius pointed out he built a flag in the woods and its been gone ever since.
For the most part we've all paused on out building.
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Post by Xan on Aug 27, 2012 14:57:33 GMT -5
Testing results today. Thanks for the help, Kenny.
Existing and missing placeables were confirmed of their status by cross-referencing database coordinates with IG markers.
Start Structure Table Entries (partial cut): ... ID 173 Salvage Table - IN PLACE ID 174 Iron box - IN PLACE ID 177 Clothpile - IN PLACE ID 178 Woodpile - IN PLACE ID 179 Chest - MISSING ID 180 Chest - MISSING ID 181 Bunk Bed - MISSING ...
Add in additional completed wood pile structures. These appear at the bottom of Structure Table. Server reset. Structure Table Entries (partial cut): ... ID 173 Salvage Table - IN PLACE ID 174 Iron box - IN PLACE ID 177 Clothpile - IN PLACE ID 178 Woodpile - IN PLACE ID 179 Chest - MISSING ID 180 Chest - MISSING ID 181 Bunk Bed - MISSING ...
No change. It is also worth noting that the new wood pile structures at the bottom of the entry list are all MISSING after the server reset.
Remove Iron box structure. Its database entry is deleted. Server reset. Structure Table Entries (partial cut): ... ID 173 Salvage Table - IN PLACE ID 177 Clothpile - IN PLACE ID 178 Woodpile - IN PLACE ID 179 Chest - IN PLACE ID 180 Chest - MISSING ID 181 Bunk Bed - MISSING ...
With the Iron Box removed, the Chest moves up in the list of entries. Judging from these test results only the first 112 entries load successfully, then everything after fails. Still think it's likely an error of Too Many Instructions. Will have to look in the scripts.
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Post by kennystardust on Aug 27, 2012 19:31:54 GMT -5
Warning for all players anything built will now disappear after reset - until we have fixed the main problem. IF you want to gather future supplies to prepare for when we get it fixed - by all means go for it... but be careful if you're starting new flags... might end up with over lapping terrirotories thanks to the confused database - for now however everything is balanced.
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Post by Zunath on Aug 27, 2012 19:39:46 GMT -5
They most likely are not missing. If there's a database entry for them, they still exist. The problem is that there's so much stuff to spawn when the module loads that it's throwing a "Too Many Instructions" error. I was able to put a band-aid on this by delaying each call by a few seconds but now a new fix has to be made. Xan, we'll basically need a recursive call that fires until there's nothing else to be spawned in the database. Problem with this is that there can't be any DB calls until this is finished. We can also spawn the objects when a PC enters an area for the first time but even that's still just a band aid on the problem. You can blame Bioware for their silly TMI errors I'll keep thinking on a solution.
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Post by kennystardust on Aug 28, 2012 13:09:53 GMT -5
I'm assuming the band-aid you used was separating flags and incomplete constructs into their own databases. --- would it be to much to almost split each group of items into its database?
And you mentioned two methods of band-aiding... would it be effective to simultaneously use both methods?
I imagine if you could effectively combine all three methods it would be just as good as an actual fix - however messy.
I'm going to also think on this - while I can't script for squat yet - I'm good at thinking so if I come up with any ideas - I'll try to let you know. I really hope to be as much help as I possibly can.
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Post by Xan on Aug 28, 2012 17:05:15 GMT -5
Hey, it's what I used to do for Zun before I learned how to script. Thinking is welcome lol.
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Post by Zunath on Aug 28, 2012 18:30:09 GMT -5
Just to correct the terminology a bit: All of the information are stored in tables. The tables are all contained in the database. I have a habit of using "database" for everything But you are correct - completed structures are in their own table, unfinished ones are in their own table, etc. It wasn't like this before and is one of the reasons I rewrote the system in the first place. It's not actually the way they're being stored that's the problem. The issue is when the placeables are created OnModuleLoad. Bioware has a cap on the number of instructions a single script can perform. Once you do too many things, the game yells at you and you get a "Too Many Instructions" error. I tried splitting these out into separate script calls (which was part of the band aid) but that didn't work. Keep throwing out ideas though. It always helps to have another pair of eyes looking on.
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Post by kennystardust on Aug 28, 2012 20:16:47 GMT -5
Hey whatever you just did made a difference. But i'll continue to see if i can spot efficiency methods for the system as I learn.
Tested it by building ten quick crafts with the stuff i stored in camp boxes and what not... all ten showed up.
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Post by Zunath on Aug 28, 2012 20:41:37 GMT -5
I disabled the TMI limit. This is only a temporary thing. I don't feel comfortable leaving it off just in case Xan or I accidentally create an infinite loop.
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Post by kennystardust on Aug 28, 2012 20:50:48 GMT -5
Gotcha, It buys time though. Clever.
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