[RELz] DLL - Dynamic Leveled Lists Thread 7

Post » Wed Dec 14, 2011 4:13 pm

Haha, glad you're enjoying it. 8)

I'll take a look at the percentages and see if they're correct. It -should- be a single roll for each creature... so in any given "dungeon", that % of creatures should be on patrol, while the others sit there.
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Betsy Humpledink
 
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Post » Wed Dec 14, 2011 12:30 pm

AHA!
I think I finally pinpointed the real cause of the interior freeze bug.

Spoiler
Inside interiors, a percentage of actors get their patrol scripts activated. Normally this isn't a problem. The issue arose because I put a minimum distance that patrol nodes had to be from one another.. and in many cases such as inns and other small areas, there wasn't enough room for the patrol routes to fit into. The script assumes it's taking place in a dungeon or wilderness with 100's if not a thousands+ of patrol nodes to pick from. In the case of inns.. there's only a few, and probably -all- of them were too close to each other for my script to accept... so it would continuously loop searching for proper nodes to pick... leading to freezes while the game searched. Uh oh.


I'll be getting a patch out soon!
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JR Cash
 
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Post » Wed Dec 14, 2011 7:55 pm

DLL v4.2.3.1
Just bugfixes and optimizations

  • The Java runtime environment that DLL uses has a default maximum memory usage that is too low for large modlists. This results in extreme slowdowns of the program when it runs out of memory, causing patch times that are up to 2 minutes longer than they should be. If you are experiencing these issues, http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#outofmem.
  • Adjusted Omit a Mod exception to better do its job.
  • Adjusted the dummy entry recognition script, as it was still misbehaving. I made the function more CPU heavy, but Oblivion should *fingers crossed* respect it 100% of the time now.
  • Fixed a bug in the patrol route creation system that would put Oblivion in an infinite loop (freeze) if the location was too small to support a proper patrol route.
  • Adjusted the master list compliation to exclude mods that only have actors and aren't referenced by any LList DLL monitors.


Those experiencing interior freezes shouldn't anymore. 8)

A suggestion: TES4LL (Gruftikus' LOD Generator) has a menu where you can choose which mods get processed. Could you add something like that to DLL? Users can then avoid adding mods that have no bearing on it (like SYS), or that they want to keep separate for whatever reason. It also tracks which mods have been added, so each time you run it, you can simply choose "Use plugins from last run" (or whatever it's called) without having to through the list again.


I didn't implement this because unlike LOD generation, which can take whatever set of data you prefer, and it will spit out results for that data (however mismatched it may look in-game, it'll work), DLL has to import a lot more things for referencing reasons.
For example: Let's say you wanted to Omit OOO.esm using the exceptions, for whatever reason. You would expect that DLL wouldn't have to import it, but in fact it does. In the end, DLL will not monitor any OOO LLists (put any dummy creatures on)... but it still has to import OOO and label it as a master. Why?
Because FCOM refers to OOO in its LLists.. and in order to have a proper reference TO OOO, I have to put it as a master in DLL.

However, I did "spruce up" the master list requirement generation. For mods such as SYS that are unrelated to LLists but happen to have Actors, DLL now recognizes that it has no LLists itself.. and none of the LLists DLL has references to SYS in any way. This will keep it off the master list... but DLL still has to import it to make those checks.

===========================

Future of DLL:
Skyrim is getting its cold icy clutches on me. I'm going to start working on creating a DLL structure to import the data necessary for Skyrim DLL.. which will probably be a rough job as there's no Tes5edit, and lots of the records are unknown. Hopefully i'll get it figured out and perhaps even contribute to the record information on the wikis. 8)

I've got a lot of plans for Skyrim once the tools come into place. Might end up working with Plutoman101 (maker of Darker Nights/Dungeons, and PISE) on a lot of cool features, if things fall into place.

That being said, I'm slowing down my Oblivion DLL work.
What this means:
  • Bugfixes for current DLL features are still a -top- priority for me. If you guys run into any, I will do my best to scurry fourth and fix em.

  • I still want to integrate a lot of the http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#todo you guys have mentioned that have to do with actor spawns. The system is already set up, so it'll be relatively easy to implement these (I believe).

  • Items has taken a low priority. I feel that control over items in the way DLL exerts control over actors is unnecessary, and will probably only serve to break the game (spawn epic items way too early, making things too easy and fast-paced). The only reason I would consider implementing an item system would be to do the "whipped cream and cherries" features like making luck skew the drop chances. However, they aren't quite worth all the work that would have to go into developing a new system (different from actors) and bugfixing it, just for a few small "neat" features... especially in light of all the work that could be done in Skyrim.

  • FCOM/WAC/OWC-ND patch, also a low-medium priority. The WAC fellows are "travelling the world" according to their forums, and seem like they might not like the idea of me ripping their mod to shreds and putting it in another overhaul.. as they have mentioned "WAC is an overhaul in it's own right, and should be respected as such" (paraphrase). This, on top of the fact that it would require a few months of work and bugfixing means that it's out of the scope of what I can do if I want to do -any- modding in Skyrim before next December. 8P


So, all you die-hard Oblivion fans.. that's where DLL-Oblivion stands. 8)
Expect a few releases of new features concerning actors, but there won't be any -major- additions past that in the near future.
Perhaps later if Oblivion happens to sway be back and I want to actually do a full playthrough. XD (still haven't even played my own Oblivion game with DLL on since I started it in Nov 2010.) :rolleyes:

Keep an eye out for DLL-Skyrim! 8)
Whatever shape that may take.
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Jimmie Allen
 
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Post » Wed Dec 14, 2011 12:51 pm

Hi Leviathan!

Downloaded the 4.2.3.1 reupload version and when I start the program it gives me an error -

The application couldn't properly import because of an error.
(null)

Please submit a bug report to Leviathan1753, thanks!


So I'm reporting it. :)

It happens twice. Once when entering the Program before the Main GUI appears. And then again when exiting if, and only if, a patch file will be built and until I OK the error neither the Main GUI or the patch creation Progress Window will show. After I hit OK on those errors it seems everything else is working fine (although I haven't used the patch yet). I'm using only defaults for now.

If there are any reports or debug info you need, let me know and I'll be happy to post them.

Two things you should know. One is I run this directly from a BAIN folder and the other is version 4.2.3 worked fine (it's what I'm using now).

Keep up the great work! I'm not running Skyrim yet, I have months to go still with Oblivion! But when I do, I'll be ready for DLL!

Thanks again,

Hawk
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Nitol Ahmed
 
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Post » Wed Dec 14, 2011 3:41 pm

Hey! Thanks for the report. 8)
Just shoot me a http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#bugs and I'll take a look.

If you experience issues in-game with 4.2.3, I would suggest perhaps stealing the "DLLsource" file from 4.2.3.1, as it contains fixes to the in-game scripts that are unrelated to your error.
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Ashley Tamen
 
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Post » Wed Dec 14, 2011 4:16 pm

Just shoot me a http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#bugs and I'll take a look.


I can't BELIEVE I didn't see that little App Error direction between the HUGE email addresses!! :banghead:
It's on it's way from hawkkelly@c........

If you experience issues in-game with 4.2.3, I would suggest perhaps stealing the "DLLsource" file from 4.2.3.1, as it contains fixes to the in-game scripts that are unrelated to your error.


That worked great! No in-game testing yet, but the app ran fine with the DLLsource (and only the DLLsource) from 4.2.3.1.

Thanks for everything!
Hawk
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Channing
 
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Post » Wed Dec 14, 2011 8:55 am

I'm getting slow in my old age L.

I forgot to mention with the Debug I run on Win XP 32 bit and my Java is Version 6 Update 29.

Hawk
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ruCkii
 
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