Diagnosing system link errors
Posted: Wed Mar 12, 2008 11:05 pm
I'm having a few SLC problems with some mods I'd like to release. I was wondering if the nature of the error can be determined from the system link behavior. In particular:
- Off-host seems to load the map, but is forever stuck at the "Setting up game..." screen. I get this one on multiple mods. In some of them, I've cloned chunks and added things to the map. In at least one mod, I've added nothing to the map, only changed the properties of bipeds, weapons, jpts, some phmos, and the locations of things. Really a puzzler that it won't load. For mods where I've cloned bloc and mach placements, I've verified that they have unique IDs in Xzodia's latest scnr plugin. When that failed, I also tried the new CRF app, which also didn't fix whatever is busted.
- For a particular projectile, only the host's projectile model is visible to the host. Off-host never sees this projectile model, although other projectiles are fine. Also, only OFF-host does any damage with this host-visible projectile. Bizarre, eh?
- I've reduced the shield recharge rate on a couple of mods. Off-host, the shield indicator and sound effects act as though you are repeatedly taking damage, even though the shield is recharging. It doesn't break the mod; it's just obnoxious.
I've been over and over the predicted resources with all the bipd, bloc, eqip, jpt, mach, vehi and weap tags that I've added or modified. I'm confident that they're all there. Do I need to add them more than once, to mimic the redundancy of other references in the predicted resources? Would it help if I internalized (duplicated) all the tags I change? Are there certain models or changes that just don't synchronize? If Entity's Fix SLC turns up some broken idents, is there something I need to do about them, and if so, what?
Incidentally, Fix SLC in Entity causes a few of these mods to freeze immediately on load, so I've been swapping in references to predicted resources manually (overwriting things that are not used at all in the map, such as scorpion blocs and jpts).
FWIW, I've also been loading these mods with Yelo, AU disabled and map checksum bypassed.
- Off-host seems to load the map, but is forever stuck at the "Setting up game..." screen. I get this one on multiple mods. In some of them, I've cloned chunks and added things to the map. In at least one mod, I've added nothing to the map, only changed the properties of bipeds, weapons, jpts, some phmos, and the locations of things. Really a puzzler that it won't load. For mods where I've cloned bloc and mach placements, I've verified that they have unique IDs in Xzodia's latest scnr plugin. When that failed, I also tried the new CRF app, which also didn't fix whatever is busted.
- For a particular projectile, only the host's projectile model is visible to the host. Off-host never sees this projectile model, although other projectiles are fine. Also, only OFF-host does any damage with this host-visible projectile. Bizarre, eh?
- I've reduced the shield recharge rate on a couple of mods. Off-host, the shield indicator and sound effects act as though you are repeatedly taking damage, even though the shield is recharging. It doesn't break the mod; it's just obnoxious.
I've been over and over the predicted resources with all the bipd, bloc, eqip, jpt, mach, vehi and weap tags that I've added or modified. I'm confident that they're all there. Do I need to add them more than once, to mimic the redundancy of other references in the predicted resources? Would it help if I internalized (duplicated) all the tags I change? Are there certain models or changes that just don't synchronize? If Entity's Fix SLC turns up some broken idents, is there something I need to do about them, and if so, what?
Incidentally, Fix SLC in Entity causes a few of these mods to freeze immediately on load, so I've been swapping in references to predicted resources manually (overwriting things that are not used at all in the map, such as scorpion blocs and jpts).
FWIW, I've also been loading these mods with Yelo, AU disabled and map checksum bypassed.