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pljones
12th Jun 2010, 08:33 PM
This thread is for people wanting to test at the bleeding edge of development. If you're looking for the stable release, please switch to this thread (http://www.modthesims.info/showthread.php?t=362413).

Any questions regarding the behaviour of this release should be posted as replies below.

Bug reports for this version in this thread please!

Equally as important, post if it's all working perfectly...

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Windows Easy Installer version (http://sourceforge.net/projects/sims3tools/files/s3oc/1006-12-1826/s3oc_1006-12-1826.exe/download)

Unpack-It-Yourself version (http://sourceforge.net/projects/sims3tools/files/s3oc/1006-12-1826/s3oc_1006-12-1826.7z/download)
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Change summary
s3oc_ini.ttl now contains the Patch packages.
s3oc_ini.ttl now holds the text to display for the version part of the Resource Group ("hasRGVersion").
Fetch thumbnails now pauses during the actual clone/fix operation (as it was causing errors).

pljones
12th Jun 2010, 08:34 PM
s3oc_1006-12-1826 -- latest rev: 506

New s3oc_ini.ttl with patches and hasRGVersion
RGVsn in search results and normal list view
Stop fetching thumbs whilst cloning.
Disambiguate RK parameter.

(Respin for latest s3pi.)

Raven Shadow
18th Jun 2010, 08:13 PM
I got this error message while cloning the SculptureSim
It's the thumbs causing the error, when left out no error
occures



Value does not fall within the expected range.
Partial Details:

************** Exception Text **************
System.ArgumentException: Value does not fall within the expected range.
at ObjectCloner.MainForm.THUM.set_Item(UInt32 type, UInt64 instance, THUMSize size, Boolean isPNGInstance, Image value)
at ObjectCloner.MainForm.StartFixing()
at ObjectCloner.MainForm.CloneFixStart()
at ObjectCloner.MainForm.MainForm_LoadingComplete(Object sender, BoolEventArgs e)
at ObjectCloner.MainForm.OnLoadingComplete(Boolean complete)

pljones
18th Jun 2010, 11:33 PM
Thanks -- we'll look into it... I have my suspicions about the cause (though I don't think it's new this version or even recently).

Raven Shadow
19th Jun 2010, 12:34 AM
This new "exclude common resource option" is irritating, with it selected S3OC
doesn't include the RSLT or in the case objects with multiple RSLT's (such as fireplaces)
it includes 1 but not all and in the ase of fireplaces it will include the chimney's, but not the
fireplaces.

I know this may be intentional, but deselecting the option gives the same results when
multiple RSLT's are used by the object.
Only by deselecting the "Default resourcesonly" option will S3OC include all RSLT's

Edit:
Sorry I forgot the part that caused to me make this post :)
TSRW also complained about a missing OBJD reference when
the French fireplace was cloned with the "Exlude Common..."
option on , "Default resources only" on and "Renumber/Rename" off.

TRSW Error :
Could not clone OBJD Part
Object Reference not set to an instance of an object.

Raven Shadow
19th Jun 2010, 12:55 AM
Sorry for the double post, The forum wouldn't let me attach
the French Fireplace to my previous post.

This file was recreated to make sure it was repeatable for me.

Edit this may be a bugged item or one that S3OC has trouble with,
Period.

I had it go with the full monty and pull everything it could.
i.e. only "Clone" & "Compress..." were selected, and it didn't pull
the French Fireplace's _RIG or RSLT only the chminey's is.

When Cloned with TSRW one of the VPXY file's is different then S3OC makes, none of the VPXY made by S3OC refere to the missing files, when 1 of them does with TSRW.


EDIT:
OK, That fireplace uses CFIR 0xE469CB08B23FB17D which has 7 OBJD's listed in it's TGIBlocks.
The first entry is to OBJD 0x0000000000989C20 which gets included.
That OBJD's TGIBlock references OBJK 0x0000000000989C20 which is included,
and OBJD 0x0000000000000425 which does NOT get included.

OBJK 0x0000000000989C20 references VPXY 0x000000000077EC22 which does NOT
get included (and I guess it's references are being dropped, because of it).

Inge Jones
19th Jun 2010, 04:13 PM
Re: post #5. The list of common resources that are excluded with that option are in your s3oc-ini.ttl We just add them as they come to our notice. Would you like to have a quick look through that and see if the missing resources are amongst them? If so, remove the wrong 'uns, add any others you know about, and test. If that helps, please let us have your revised list :D

Raven Shadow
19th Jun 2010, 04:40 PM
The ttl entries do not have any references that appear to effect it.

It looks like S3OC is missing the 1st entry in that fireplaces TGI,
which causes it to miss a critical VPXY for the object.
It's also missing an 8th OBJD that is referenced by another OBJD,
but I don't know that OBJD is neccessary or if S3OC believes it's unneeded.

Inge Jones
19th Jun 2010, 05:56 PM
s3oc is not geared up for looking for OBJD refs *inside* other OBJDs, and it certainly is not programmed to include those in the package. Until now it would always have been wrong to do so. We have always thought that the OBJDs required by a complete fire suite were in the CFIR only. Why do EA go and mess everything up lol?

Normally any OBJDs referred to inside OBJDs are stuff like the diagonal for a window - things s3oc is not designed to include in the same package.

Those OBJDs referenced within the OBJD... what part of the chimney do they represent exactly?

Inge Jones
19th Jun 2010, 10:49 PM
Ok the OBJD stuff is a red herring. The references to apparently missing OBJDs are the fallback TGI. That holds the identity of the original fireplace you cloned and should not be renumbered.

Peter did actually do a new build today (not yet uploaded). Using that version I get no errors with the French fireplace.

VPXYs are referenced via OBJKs. All the OBJKs are present in the package. However, the VPXY referenced by one of the OBJKs is not. And in fact it doesn't exist at all across the entire installation. So I don't know what one does about that.

The RSLT - it looks correct to only have one, as the VPXYs all point to the same one.

Raven Shadow
20th Jun 2010, 01:16 AM
Actually, inge, i didn't want anything renumbered, that's how i knew the ID's i posted above.

But anyhow, I just spent more then a hour writing this post, while going through WA's file and collecting
the instance ID of all of the files that are missing from that package.
I found that there are atleast 9 missing files, all because one of the OBJK's references a VPXY incorrectly.
An hour wasted on an EA caused bug.
The problem is that the last patch included new files in the delta package for that fireplace and one of the
new OBJK's references it's VPXY with an incorrect instance ID.
Yeah EA.

Edit:
I am finding so many WA objects like that.
Objects that are updated in the DeltaBuild_p02.package
but contain incorrect ID reerences. How does the game know
to ignore these files and how does do so? (rhetorical)

pljones
20th Jun 2010, 08:59 AM
Raven Shadow, thanks for taking the time to check it out -- we are both as perplexed as you: "It can't be like that!"

Inge Jones
20th Jun 2010, 09:18 AM
I tend to be fairly pragmatic about these things, and my nifty conclusion is to advise creators to pick another fireplace to clone.

pljones
20th Jun 2010, 12:47 PM
Of course, there are other problems with Fireplaces. Clone one (including renumber). Then try renumbering the clone. The CommonBlock.NameGUID and DescGUID don't appear to be getting updated during the first clone process; the STBL gets the correct new values. Second time around, the program tries to delete the old GUID (not present, skipped) and add the new one (already there, boom!). I'm working on it...

Inge Jones
20th Jun 2010, 12:53 PM
Don't forget fireplaces have some specialist code around their description. You only need to update the main OBJD - the one for the mantle - and the CFIR

Raven Shadow
20th Jun 2010, 01:57 PM
actually I just wanted the _rig and rslt for the mantle to fix the slots.

wanna hear somethin funny?
I decided to look at the Asian Garden Window and found it has the same problem (bad new OBJK)
so I decided to rename WA's patch folder to fix the problem with all the screwed up objects and revert to the original
objects, once and for all.

I then cloned the window and got the same results, no meshes, vpxy, _rig or rslt, because of bad objk
I ended up moving the folder to 3 different locations, cloning the window each time and getting the same results.

I finnally found a copy of the bad OBJK for the WA window in one of Ambitions Patchs!!!
How did these people graduate from college !?

Raven Shadow
20th Jun 2010, 03:33 PM
Another bug:
I cloned the round country rug OBJK 0x0000000000000699
and it's RSLT was not included.
I disabled renumbering, so I could delete some contents and disabled "Exclude common resource"

Edit:
Cloning with Renumbering enabled yields the same results, no
RSLT and disableing Default Resources only to get the full
monty yields the same results.
The ttl file does not appear to have anything it to cause this.
The rug has an updated OBJD and rig .....

never mind, EA deleted the RSLT from the main archive but didn't remove the reference from the VPXY.

I'm mentaly exasted from EA's incompitance, how in the hell
is the game loading these objects? when I left out an rslt or
rig in the past the game had a bloody fit!

Inge Jones
20th Jun 2010, 03:43 PM
Does the RSLT exist or is it an imaginary one like the fireplace VPXY?

Raven Shadow
20th Jun 2010, 03:54 PM
It doesn't exit, they even edited the fullbuild package to remove it.
The ID is probably correct, but the file no longer exists.
what a mess

Man am I gonna have to frankstein something seriously just to update the custom rabbit holes

Inge Jones
21st Jun 2010, 11:50 AM
Please see this thread: http://forums.modthesims.info/showthread.php?t=408517

plasticbox
26th Jun 2010, 01:40 AM
Is there any *other* way to tell s3oc the game install path than browsing to it in the box in the menu? Like one of the ini files or something?

I tried running it in mono (again), and it seems to work loads better now (it might actually be useable under OS X), but I can't work around the issue that the popups that come up when browsing to the game folder are wonky (so much so that I haven't succeded to enter anything there). So I can't test actually using it since it has nothing to clone.

I noticed that "s3oc-ini.ttl" contains things that look like paths but the overall format of that file is completely alien to me .. is this where the directory paths would be saved? Or am I looking in the wrong place?

(This was with the version from this thread, in mono 2.6.4)

Inge Jones
26th Jun 2010, 08:27 AM
Yes, you can edit your .ttl directly. Apparently it's "turtle" language.

plasticbox
26th Jun 2010, 02:11 PM
Turtle language O.o .. this here, yes? http://www.w3.org/TeamSubmission/turtle/

Thank you, I'll give it a try =). :turtle:

pljones
27th Jun 2010, 09:18 AM
Thanks everyone for your input here on MTS. We're moved home and the next QA is up.