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River Nodes with Dev Arrows (SE 1.7) and misc Questions

Is there anyone with a bit of Siege Editor experience who knows why the river nodes in my editor are now showing red arrows pointing out the direction the 'water' flows in? I found this useful for building rivers, but then they continue to show up in game! I thought they were for development purposes only, but apparently not.

Also some other misc. questions:

Does anyone know why some imported models and textures from LOA look wonky in vanilla DS? For example, the Hassat and Zarask textures do not wrap on the mesh properly and look terrible in game, but look fine in Siege Editor when placed on the map.

Also, anyone with Skrit experience... has anyone encountered a critical bug with GoCloneReq where when you go to clone a game object, and the process fails (somehow), giving some weird errors in DSMOD, and then the game crashes soon after? I'll need to get my logs later to show the exact message from the devs on the exception.

Thanks in advance!

1) The river arrows are (I’m pretty sure), a feature in siege editor preferences. You can change your preferences to see the water actually moving in ‘View’ I think. Siege University gives a good step by step guide on how to adjust your preferences to update the world.

2)It may also be an issue with meshes and textures, since you mentioned the DSLOA textures are wonky. Maybe some mods have conflicting template or file names? Idk, just a thought.

3) Do you have a copy of the error output? Or at least the errors your getting and where the SKRIT is used? Sometimes it can falter depending on how the object is spawned, if it can be spawned, if the template is wrong, if there’s no valid terrain, etc etc.

Hope this helps a bit, sorry I couldn’t give anything concrete.

Dungeon Siege Fanatic wrote:

1) The river arrows are (I’m pretty sure), a feature in siege editor preferences. You can change your preferences to see the water actually moving in ‘View’ I think. Siege University gives a good step by step guide on how to adjust your preferences to update the world.

2)It may also be an issue with meshes and textures, since you mentioned the DSLOA textures are wonky. Maybe some mods have conflicting template or file names? Idk, just a thought.

3) Do you have a copy of the error output? Or at least the errors your getting and where the SKRIT is used? Sometimes it can falter depending on how the object is spawned, if it can be spawned, if the template is wrong, if there’s no valid terrain, etc etc.

Hope this helps a bit, sorry I couldn’t give anything concrete.

+00:18:38.115 - TELL SCOTT that you just repro'd #12218. We're trying to add a Go to an existing bucket, but when I did the lookup, it failed!!
+00:18:38.115 -
+00:18:38.115 - New goid = 0x00000000
+00:18:38.115 -
+00:18:38.115 - Contents of existing bucket 0x0000:
+00:18:38.115 -
+00:18:38.115 - count = 0, magic = 0x00000000
+00:18:38.115 - 0 = 0xFAABD00D
+00:18:38.115 -
+00:19:58.689 - Serious error! Go 0x2F01003D scid 0xfffffffe template 'bo_bo_sl_r_g_c_avg_03' is getting its node set to UNDEFINED_GUID!
+00:23:16.521 - Serious error! Go 0x2F02003D scid 0xfffffffe template 'bd_sl_m_g_c_avg_18' is getting its node set to UNDEFINED_GUID!
+00:24:16.922 - Serious error! Go 0x2F03003D scid 0xfffffffe template 'bo_bo_sl_m_g_c_avg_07' is getting its node set to UNDEFINED_GUID!
+00:24:24.849 - Very bad: recursion in 'ComponentColl' detected! Attempting to write when one or more read locks are already in place!
+00:24:37.137 - Very bad: recursion in 'ComponentColl' detected! Attempting to write when one or more read locks are already in place!
+00:24:43.806 - SERIOUS ERROR: I was told to create a new Go at a specific slot, but there was something already there! This is terrible news. I have to abort the object creation, and who knows what's going to happen next...
+00:24:43.806 -
+00:24:43.806 - Adder stats:
+00:24:43.806 -
+00:24:43.806 - m_Goid (pre) = 0x00000000
+00:24:43.806 - m_Goid (post) = 0x00000000
+00:24:43.806 - m_RefCount = 5
+00:24:43.806 - m_ClientInitial = (null)
+00:24:43.806 - m_OwnerThreadId = 12272
+00:24:43.806 -
+00:24:43.806 - Bucket contents:
+00:24:43.806 -
+00:24:43.806 - Contents of existing bucket 0x0000:
+00:24:43.806 -
+00:24:43.806 - count = 0, magic = 0x00000000
+00:24:43.806 - 0 = 0xFAABD00D
+00:24:43.806 -
+00:25:01.242 - TELL SCOTT that you just repro'd #9580. We're trying to commit a Go into the GoDb but when I looked up the slot to put it in, it was either already in use or nonexistent! Here is relevant data to append to the RAID report (and as always please post your .dslog files!) NOTE: this game is now UNSTABLE and will probably die soon!!!
+00:25:01.242 -
+00:25:01.242 - goid = 0x00000000 (addr = 0x1EADA4BC)
+00:25:01.242 - scid = 0xFFFFFFFE
+00:25:01.242 - template = 'click_waypoint'
+00:25:01.243 - existing =
+00:25:39.240 - TELL SCOTT that you just repro'd #12218. We're trying to add a Go to an existing bucket, but when I did the lookup, it failed!!
+00:25:39.240 -
+00:25:39.240 - New goid = 0x00000000
+00:25:39.240 -
+00:25:39.240 - Contents of existing bucket 0x0000:
+00:25:39.240 -
+00:25:39.240 - count = 0, magic = 0x00000000
+00:25:39.240 - 0 = 0xFAABD00D
+00:25:39.241 -
+00:25:45.298 - TELL SCOTT that you just repro'd #9580. We're trying to commit a Go into the GoDb but when I looked up the slot to put it in, it was either already in use or nonexistent! Here is relevant data to append to the RAID report (and as always please post your .dslog files!) NOTE: this game is now UNSTABLE and will probably die soon!!!
+00:25:45.298 -
+00:25:45.298 - goid = 0x00000000 (addr = 0x1EAD0C7C)
+00:25:45.298 - scid = 0xFFFFFFFE
+00:25:45.298 - template = 'click_waypoint'
+00:25:45.298 - existing =

So I don’t think it’s an issue with spawning for the object itself. It’s able to reference the template and “clone” it, so I’m fairly certain everything’s fine on that end (I might be wrong though).
I think it’s something that wrong with node, either it doesn’t have enough room to spawn, or it’s trying to spawn somewhere else. The node becomes undefined for some reason when it tries to spawn the GO (bo_bo_sl_r_g_c_avg_03). Maybe try moving the object it spawns from to a different node, or a more open space.
Alternatively, it could be something wrong inside the SKRIT file. Make sure that it is checking and flagging for existing ground before it spawns the object. There could be some bug in the SKRIT that fails when the object finally is spawned into the world. There are some other SKRIT Ike’s you can reference back to to check spawning. For instance, Ilorns talk SKRIT, if I remember right, clones and spawns his amulet.

Hope this helps.

Lloyd2k4 wrote:

Is there anyone with a bit of Siege Editor experience who knows why the river nodes in my editor are now showing red arrows pointing out the direction the 'water' flows in? I found this useful for building rivers, but then they continue to show up in game! I thought they were for development purposes only, but apparently not.


This is simple enough. The arrows are there if your current node set is 'generic' node set. So just place your nodes as 'generic', they will have arrows. Once you're done, you can select them and change their node set (e.g. to 'grass_1').
If you're unfamiliar with this option it is located in Node -> Current Node Set. Hope this helps Smile

Lukawh wrote:

Lloyd2k4 wrote:

Is there anyone with a bit of Siege Editor experience who knows why the river nodes in my editor are now showing red arrows pointing out the direction the 'water' flows in? I found this useful for building rivers, but then they continue to show up in game! I thought they were for development purposes only, but apparently not.



This is simple enough. The arrows are there if your current node set is 'generic' node set. So just place your nodes as 'generic', they will have arrows. Once you're done, you can select them and change their node set (e.g. to 'grass_1').
If you're unfamiliar with this option it is located in Node -> Current Node Set. Hope this helps Smile

Yup Lukawh, you are right. I was messing around last night and figured this out, finally. Thanks for pointing it out though.