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silverfox
28th Oct 2010, 12:29 AM
I patched my game today (1.17.6)
When I'm in buy mode and I select a custom object with a custom script, my game crashes.
Someone has same problem ?
And this problem can be resolved or each creator needs to update his script ?

werismyki
28th Oct 2010, 01:36 AM
If the object or mod crashes your game, then yes it's best to remove it and look for an update from the creator.

treeag
28th Oct 2010, 01:39 AM
Yeah apparently so :blink: Some people told me about it in my threads and asked me to update my mods but I have no idea what to update since I haven't patched and I haven't got the pack yet. I don't know why it would crash the game in the catalog, could be the script, but then again it seems that most object mods have the same problem...

Buzzler
28th Oct 2010, 01:12 PM
And this problem can be resolved or each creator needs to update his script ?Unfortunately, the issue is not caused by the script itself. I'm trying to figure out what is causing it, but I'm clueless right now. I've rebuilt the BoxOfSeeds from scratch, but it crashes the game just the same. Might be that S3OC needs to be updated, but then again: objects that don't use custom scripts don't seem to be affected.

Time to move this thread to Modding Discussion, maybe?

whiterider
28th Oct 2010, 01:19 PM
I have heard from some window creators that objects which are clones of clones from S3OC seem to be causing problems, this could perhaps be related - although some (non-modded) TSRW objects are also experiencing similar problems. I'll bump this over to modding discussion if, well, it develops into discussion about the causes/solutions. :)

treeag
28th Oct 2010, 01:19 PM
No log file created when the game crashes? Maybe I should go and get the EP and install it myself... Or is it happening with the patch too?

Reachsims
28th Oct 2010, 03:02 PM
The crashing is happening with just the patch, Treeag, as well. I've got many problem windows but that's my only problem so far.

I only have the patch installed, but I have suffered a few crashes since installing it.

Buzzler
28th Oct 2010, 03:42 PM
No log file created when the game crashes?There's a crash log, but as always it doesn't really give any useful information. Something seems to run into an infinite recursion as the immediate cause of the crash is a stack overflow. As Reachsims pointed out, it happens for every game patched to version 0.2.0.125.

I've investigated a little further. As soon as an object references a custom script, it causes the crashing in buymode. If the object references a script from the Sims3 namespace or no script at all, the game doesn't crash. Objects referencing non-existent scripts, crash the game as well. Objects already existing in the game, work just fine with custom scripts.

As I said, the script itself is not the cause. My two object mods (one is still in the queue) are derived from GameObject and basically coded from scratch, so critical changes might affect them. To make sure, I checked it with one of the VanishingScript classes which are derived from fully functional TS3 classes and don't change any "low-level" stuff, but the issue is just the same.

It may very well be that EAxis borked something that can't be resolved by changing the objects themselves. Since the devs haven't really shown any interest in actively supporting mods and their own objects work just fine, this doesn't bode too well.

silverfox
28th Oct 2010, 05:59 PM
Objects already existing in the game, work just fine with custom scripts.

Yes, I saw this. Objects already in existing in the game, work fine. But, after a while, game crashes finally. I removed all custom scripts in my game, and I have no crash, now.

Buzzler
28th Oct 2010, 06:10 PM
Yes, I saw this. Objects already in existing in the game, work fine. But, after a while, game crashes finally. I removed all custom scripts in my game, and I have no crash, now.What kind of "while" are we talking about? Were these objects' scripts updated already? Are you speaking of objectless scripts as well? I have played the game for ~2 hours yesterday with all my mods in the game, and didn't have any crashes.

silverfox
28th Oct 2010, 06:29 PM
@ buzzler
Sorry, I have spoken too hastily. Indeed, at first, my game runs correctely with all scripts already in game. I removed them because I has another problem.
My game starts to crash when I put scripts back in my Mod folder.

Buzzler
28th Oct 2010, 06:59 PM
@silverfox: Err, isn't that the same you wrote in the last post? About which specific scripts are you talking? Are these scripts updated for the latest patch? Is this the same issue or a different one?

Inge Jones
28th Oct 2010, 07:41 PM
Well, obviously if any of the s3pi tools needs updating it's not gonna help any objects that are already incompatible with the game. My hunch would be that there is something similar to the pets thing going on, that they added attributes or interactions to some of the stuff that wasn't there when we made the existing objects - so the game calls something on them that isn't there.

They may need remaking to pick up any new bits to them, but it won't *necessarily* mean changing the way the tools work.

If someone could send me, or give me a download link to, one or more specific example objects causing problems for the first time in LN, that would be helpful please.

Buzzler
28th Oct 2010, 08:04 PM
My hunch would be that there is something similar to the pets thing going on, that they added attributes or interactions to some of the stuff that wasn't there when we made the existing objects - so the game calls something on them that isn't there.Maybe. Does S3OC do some sort of "recompiling" of the object's resources?

If someone could send me, or give me a download link to, one or more specific example objects causing problems for the first time in LN, that would be helpful please.Every object that references a custom script will cause the crash. You can use my Box Of Seeds (http://nene.modthesims.info/download.php?t=415450). It's cloned from fishingChest but the OBJD is altered since the original object was never meant to be used that way. I've also attached my ScribblingPad. It's cloned from BookSchoolbook and should be unaltered (unless my memory is failing again), except for the room and placement flags. Both contain and reference scripts that were updated for the latest patch.

Inge Jones
28th Oct 2010, 08:29 PM
Not to the extent that Workshop does. Mainly any rewriting of resources would be during renumbering, as all resources that contain TGI refs will need altering and writing back to contain references to the renumbered resources. Also if the user asked to have catalog data changed, then it will have to write back the catalog resource. It wouldn't touch the contents of a script resource though.

I'd like to see some of the non-custom-script objects (ie new meshes etc) that are broken too.

Buzzler
28th Oct 2010, 08:39 PM
I'd like to see some of the non-custom-script objects (ie new meshes etc) that are broken too.I think Kolipoki's Ghost Hunting Mod (http://nene.modthesims.info/download.php?t=415485) and cmo's Book of Knowledge (http://nene.modthesims.info/download.php?t=404349) use custom meshes.

Inge Jones
28th Oct 2010, 08:41 PM
I mean something that does not have a custom script at all.

Buzzler
28th Oct 2010, 08:51 PM
I mean something that does not have a custom script at all.The issue doesn't seem to affect objects that don't use custom scripts. By altering the OBJK's scriptclass reference to an EAxian script or deleting the reference altogether, the object won't crash the game anymore. Of course the object will be completely useless then.

Inge Jones
28th Oct 2010, 08:53 PM
I have just tested my original custom script toilet in Late Night and it worked as it always has done. Now we have to find out what the difference is between that and the things that are breaking....

silverfox
28th Oct 2010, 08:56 PM
@ buzzler :
I done some tests, and I don't understand what's happen. I put some custom scripts in my Mods folder ; I started game and I have no crash with the objects already in game; I tried with and without deletion of scriptCache : no problem.
Yesterday my game crashed with custom scripts ?!

Problem in BuyMode catalog is present again.
I used custom scripts not updated.
I don't tried with updated scripts, but I saw in downloads section, your box of seeds crashes in BuyMode too.

@ Inge Jones :
I haven't cc with custom meshes crashing game.
I send you a cc with custom meshes AND custom script, if this helps you.

Buzzler
28th Oct 2010, 08:57 PM
I have just tested my original custom script toilet in Late Night and it worked as it always has done.So you can actually buy it? Could you post a link to it, please? I'd like to have a look at the script. Maybe there's something I missed script-wise.

Inge Jones
28th Oct 2010, 09:00 PM
Buy it and use it, and save the game after.

http://dino.drealm.info/den/exacc/ToiletCloneForNewClass_B.rar

Buzzler
28th Oct 2010, 09:17 PM
Fuck. It seems to be the namespace. You used Sims3.Gameplay.Objects.Plumbing.Mimics. I just changed the namespace of my BoxOfSeeds from TwoBTech to Sims3.Gameplay.Objects.TwoBTech and it doesn't crash the game anymore. I even thought of trying to change the namespace to something more Sims3-ish before, but didn't because I thought that couldn't be the cause... Can it really be that simple/weird/younameit?

Inge Jones
28th Oct 2010, 09:25 PM
Well if that is the problem, then EA are being quite foolish. I made that toilet before it had occurred to me it would be more sensible to use my own namespace, and I would have thought the last thing we want is everyone leaping into EA namespace. But what about classes that are not buyable objects? I used my own namespace for my lotsizes mod and that is working ok but of course it is not a buyable object.

twallan
28th Oct 2010, 09:36 PM
I'm running into the same problem with SleepFreedom, where I replace the OBJK of certain beds with a custom script.

The minidump from the CTD made reference to the Sims Store... So I suspect the game-engine is now using the scripting class as a lookup value when comparing the objects to store items.

If the scripting class name doesn't match what they are looking for, the game crashes.

Simple enough fix... Though completely non-intuitive, since using someone else's namespace is not something I would have ever considered.

:)

Buzzler
28th Oct 2010, 09:40 PM
Well if that is the problem, then EA are being quite foolish.You won't hear any objection from me on that. I just changed the ScribblingPad and the VanishingScripts plus a Vanishing test object, and they all work without crashing the game now. Well, looks like the devs wanted to find an answer to the question what a ginormous pain in the butt they can possibly be.

But what about classes that are not buyable objects?Since the problem only ever occurs in buymode and pure scripting mods don't even come close to the buymode, I'd say they're safe.

silverfox
28th Oct 2010, 10:07 PM
I tried to change my nameSpace of my WaterPump from Sims3.Gameplay.Objects.Decorations.Mimics .
Indeed, crash in BuyMode has disappeared.

Thanks Buzzler
Thanks Inge Jones

treeag
29th Oct 2010, 12:41 PM
Thank you for the workaround, everyone. This EP is incredible, I have to update nearly all my mods. It's going to be reeeeeeally tedious. oh well.

hazuitokage
29th Oct 2010, 06:22 PM
I'm not a script modder, so I'm more than lost about the problem and fix you found, but could it have any bearing on the problem I'm pointing out there
http://www.modthesims.info/showthread.php?t=423496

about CC window and doors broken by the latest patch ?
I see Inge wanted to see some items other than scripts affected by the patch, I've found plenty in build mode, unfortunately. :blink:

whiterider
29th Oct 2010, 06:49 PM
That problem is much less, well, reliable than this, though - the affected windows are only crashing some people's games, and even then they don't crash every time; sometimes they only crash on pre-patch lots, or when the moon is aligned with Vulcan, etc.

gladosrev2
3rd Nov 2010, 08:53 PM
Fuck. It seems to be the namespace. You used Sims3.Gameplay.Objects.Plumbing.Mimics. I just changed the namespace of my BoxOfSeeds from TwoBTech to Sims3.Gameplay.Objects.TwoBTech and it doesn't crash the game anymore.

Thanks for this! It solves my crashing problems when doing the object modding tutorial by Kalipoki (http://www.modthesims.info/showthread.php?t=362488) All I had to do is change the custom namespace name to the modded object's original namespace name, so in the case of the tutorial I linked, it was a change from

namespace KolipokiMod
to
namespace Sims3.Gameplay.Objects.Miscellaneous

Because the edited item was a Teddy Bear, a clone of Sims3.Gameplay.Objects.Miscellaneous.StuffedAnimal

After that all worked again, no crash! It seems the game crashes, because it doesn't recognize custom namespace names anymore, either because of a bug, or deliberate change by EA, who wants to hinder custom modding (or at least the more drastic versions).

[Edit]
I've now tested this theory on another tutorial, that was giving me a crashing object, namely the Custom Animations Tutorial by rothn (http://www.modthesims.info/wiki.php?title=Tutorial:Sims_3_Custom_Animations). In it, I changed the namespace name to one of the standard namespaces (I picked a random one), 'Sims3.Gameplay.Objects', and after recompiling and reattaching the dll, the object started working finally, with a menu (although the animation didn't play for me, but that's another problem).

In other words, *any* namespace name other than a custom one, should fix that crash.

Buzzler
3rd Nov 2010, 10:32 PM
I'd strongly advise everyone to NOT EVER use any of the existing EAxian namespaces. Always use something that will be unique for your mods! I will use Sims3.Gameplay.Objects.TwoBTech for my object mods from now on. That's the only way to be sure that custom classes won't clash with existing or future EAxian classes. It's probably sufficient that your namespace begins with Sims3, but I didn't check that due to lack of interest.

gladosrev2
4th Nov 2010, 01:00 PM
Yes, I was just now looking at the code of your Box of Seeds (trying to figure out how to do dialogs with user input), and have noticed you did use a custom namespace name, and yet the object works without crashing after the latest patch, so my theory above is wrong. Seems like custom names are fine, so long they are nested within existing EA namespaces, like in your case Sims3.Gameplay.Objects.TwoBTech.BoxOfSeeds. But if you used simply TwoBTech.BoxOfSeeds, the game would most certainly crash, just like in the case of the tutorials. And that's exactly what you were saying before (in the post I quoted), I just didn't understand it then :faceslap:

Anyway, I'm just learning ^^ Modding is new to me, I have some experience with c++ programming though. Glad this crashing issue was solved, because I really needed these tutorials as a base.

Daxton
19th Nov 2010, 03:06 AM
Execuse me for sounding ignorant but what program allows you to edit namespace?

orangemittens
19th Nov 2010, 03:17 AM
s3pe here:

http://dino.drealm.info/den/denforum/index.php?board=19.0

heh...now I'm guessing you mean upstream from that. Sorry.

Daxton
19th Nov 2010, 03:58 AM
alright I downloaded the program, I'm trying to edit the statue of life mod so that it doesn't crash because of the Late Night expansion. So do I name it to the original venus or give it a unique name?

orangemittens
19th Nov 2010, 04:14 AM
Well, now I'm sorry to sound ignorant....but who made that mod and where is it posted? Is the person who made it still active in the community and is it possible to contact him? If so, the best option is to contact the person who created the mod and ask them to update it.

Daxton
19th Nov 2010, 04:25 AM
Kolipoki made the mod and I am seeing if I can fix it manually using the method gladosrev2 described by editing the namespace.

Everytime I try to buy the statue from my game, the game crashes as soon as I click it.

orangemittens
19th Nov 2010, 05:01 AM
Kolipoki is a moderator at this site and, from his profile, was last active yesterday...so he's reachable. I think you'd be best off discussing the issues you're having with his mod with him. Try posting in his download thread or PM'ing him. :)

HugeLunatic
19th Nov 2010, 02:25 PM
Please try to contact creators about mods that are no longer working BEFORE TRYING TO FIX YOURSELF! Unless you know exactly what your doing you could cause more crashing to your game by editing it incorrectly. There is no reason to attempt editing someone else's mod, when you haven't even posted in the mods thread that it doesn't work. How is one to know something is no longer working as it should if you don't tell them? Please notify the creator that it is not working.

For anyone trying to update mods from creators who are no longer active for personal use, please read this thread - http://www.modthesims.info/showthread.php?t=424828

Digitalchaos
9th Dec 2010, 12:41 PM
I'd strongly advise everyone to NOT EVER use any of the existing EAxian namespaces. Always use something that will be unique for your mods! I will use Sims3.Gameplay.Objects.TwoBTech for my object mods from now on. That's the only way to be sure that custom classes won't clash with existing or future EAxian classes. It's probably sufficient that your namespace begins with Sims3, but I didn't check that due to lack of interest.

I completely agree with this.

For Example:
1) Having two classes that are identically named: xyz
2) if both xyz classes use the same namespace, then there will be a conflict there.
3) Using a custom namespace (either Sims3.whatever or something else) would make the xyz classes be unique and have no conflicts.