[Relz] OBSE Plugin - MenuQue

Post » Mon May 02, 2011 11:58 pm

I tried pasting your xml into a temp file and after opening it (apart from the missing textures ofcourse) I could use GetMenuFloatValue without a problem. :shrug:

See here:
Spoiler

printtileinfo "form_background\quantity_scroll\" 1011PrintTileInfo form_background\quantity_scroll\  Traits:   locus: 2.0000   alpha: 255.0000   id: -1.0000   depth: 5.0000   y: 487.0000   x: 451.9388   user1: 0.0000   user2: 100.0000   user3: 1.0000   user4: 10.0000   user5: 0.0000   user6: 4.0000   user7: 40.0000   user8: 1.0000   user9: 0.4000   user10: 120.0000   user11: 34.0000   user12: 0.0000   user13: 2.0000   clips: 1.0000   height: 16.0000   width: 350.0000   red: 255.0000   green: 255.0000   blue: 255.0000   childcount: 6.0000   filename: \Menus\Shared\horizontal_scrollbar_line.dds   filewidth: 1024.0000   fileheight: 16.0000   repeathorizontal: 2.0000   _mouseover_any: 0.0000   _scrollable_range: 100.0000  Children:   horizontal_scroll_marker   horizontal_scroll_right   horizontal_scroll_left   horizontal_scroll_rightside   horizontal_scroll_leftside   quantity_display_textset gamehour to getmenufloatvalue "form_background\quantity_scroll\user7" 1011set global >> 40.00

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Cash n Class
 
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Post » Tue May 03, 2011 3:11 am

I finally got this working, it turns out that my GameMode block stopped firing in MenuMode, so it quit firing the code that was updating the menu.. (So it was updating after the menu closed, that's why it couldn't find it..)

I swear I've used GameMode blocks like that since Morrowind, and never had one stop firing while in MenuMode, I used to do this all the time..

Begin GameMode
if ( MenuMode == 1)
DoStuff
endif
End

Anyways, thanks for helping me out, and sorry for taking up so much of your time with this..
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M!KkI
 
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Post » Tue May 03, 2011 2:04 am

@Kyoma

Many thanks for making a version that can co-exist with OBJA. However i have to report that Oblivion immediately crashes when i try to give a name to a newly created character. It happens when i click on the "Enter your name" tag in the creation menu. That does not happen with ver3 obviously... Oblivion crashes and Windows error report gives the Menu_Que.dll as the reason for the crash :(

I hope this is fixable.
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Chantelle Walker
 
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Post » Tue May 03, 2011 2:21 am

@Kyoma

Many thanks for making a version that can co-exist with OBJA. However i have to report that Oblivion immediately crashes when i try to give a name to a newly created character. It happens when i click on the "Enter your name" tag in the creation menu. That does not happen with ver3 obviously... Oblivion crashes and Windows error report gives the Menu_Que.dll as the reason for the crash :(

I hope this is fixable.

I also have this problem with Oblivion immediately crashing when I try to enter a name in the character creation menu with MenuQue version 8.
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Krista Belle Davis
 
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Post » Tue May 03, 2011 1:26 am

I have the same problem in v8! Soon as I click to enter my name at the start, crash.
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Robert Jr
 
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Post » Tue May 03, 2011 5:02 am

Yeah, I can confirm this too. Sorry, Kyoma, during testing I didn't have to create a new character...

Edit:

Princess Bridget discovered that you can get around the issue by disabling MenuQue until after you have created your character. The new version of Oblivion XP requires MenuQue 8, so leave any mods that require MQ 8 disabled until you've created your character, then install the new MenuQue and enable the mods that require it.
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Marina Leigh
 
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Post » Tue May 03, 2011 10:33 am

I also found out using a previous version (like v3) or no MenuQue during creation works well. You can then add v8 after saving and restarting the game. However, i am not sure the crash would not happen again if a naming menu came up (like during magic item enchanting). I have no way to test this at the moment.
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Roddy
 
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Post » Tue May 03, 2011 7:04 am

I also found out using a previous version (like v3) or no MenuQue during creation works well. You can then add v8 after saving and restarting the game. However, i am not sure the crash would not happen again if a naming menu came up (like during magic item enchanting). I have no way to test this at the moment.


I just tested by creating a potion and giving it a name - worked fine. I suspect that the issue is related to some new skill related functionality Kyoma added, but I can't say for sure. He said something about X-skills in our pm's back and forth during development and testing.
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Robyn Lena
 
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Post » Tue May 03, 2011 8:37 am

Ok, thanks for the reports. I'm getting the crash too so I'll be able to determine the cause. The X-Skills feature was disabled in the end due to not having enough time to test everything.

EDIT: So far I also got a crash in the SigilStone, SpellMaking and Enchantment menus. The Alchemy menu appeared to be fine.
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-__^
 
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Post » Tue May 03, 2011 4:16 am

Well, something else that might help in tracking down the culprit: it looks like it's a null boundary condition. If I make a potion and just change the name by adding to what is there already - no problem. But if I delete all the existing text - kaboom once I delete the last character.
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Pumpkin
 
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Post » Tue May 03, 2011 8:06 am

Well, something else that might help in tracking down the culprit: it looks like it's a null boundary condition. If I make a potion and just change the name by adding to what is there already - no problem. But if I delete all the existing text - kaboom once I delete the last character.
Yes, exactly what I was thinking. And correct, fixing it now (~30 min). Ok done. Check Nexus for version 8.0a
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Craig Martin
 
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Post » Tue May 03, 2011 9:10 am

Already fixed the bug related to oblivionxp? I love when modders work hard to keep their mods updated and error-free(almost :P ) Thx you kyoma
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Mashystar
 
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Post » Tue May 03, 2011 4:52 am

Great! Thanks K :)
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Charlotte X
 
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Post » Tue May 03, 2011 12:55 am

Kyoma,

The OBSE 19b version of MQ 8 is reporting itself as version 7.
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Tammie Flint
 
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Post » Mon May 02, 2011 6:43 pm

The OBSE 19b version of MQ 8 is reporting itself as version 7.
Argg....I knew I forgot something.... :banghead:

EDIT: Oh wait, that's actually kinda strange. :confused:

EDIT2: It's reporting 8 on my end.
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+++CAZZY
 
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Post » Tue May 03, 2011 8:40 am

Oh crap - I had to change game instances and forgot to copy MenuQue into the new instance :mad:

Sorry... :blush:

You know what's weird though? My script compiled ok - I guess it's because the mqGetMenuGlobalStringValue isn't really any different at compile time. I guess it would only recognize the difference in syntax at runtime... This is for reading the custom string files.
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Unstoppable Judge
 
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Post » Tue May 03, 2011 6:50 am

Just wanted to say thanks again for the new release with all the new features. Working really well so far. I've had two people translate Oblivion XP into other languages already :D The guy that did the Italian translation said it only took him 20 minutes!

I also took a look at the wiki pages and looking good! Nothing I can add to those :D
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Ash
 
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Post » Mon May 02, 2011 6:57 pm

Having some serious issues..

I was trying to implement my horizontal scroll bar.. And it wasn't working, I tried DragVertical, and DragHorizontal..

Spoiler

                <!-- SCROLL ============================================================================-->                                         &ScrollBar;                          350                                                                                                                         
2
60 5 1 &DragVertical; &true; &true; 1 Menus\dialog\dialog_selection_full.dds 255 1 120 64 60 21 3 &true; &true; 1 dialog\dialog_selection_cut.dds 104 64 100 0



So I updated to MenuQue v8.0a, thinking perhaps it was required, but all my menu's are now acting really badly..

For instance, clicking on one function, fired the wrong function(ie, Cancel, was Disenchanting), It crashed when I tried to use the menu with the quantity prompt..

I then decided to check things out more, well, it's crashing on random menu's, etc, now..

I'm not sure what to make of this..

-------------

MenuQue Log

Spoiler

queryloadRegistering Commands....oblivion root = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Loading INI	INI Path: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\OBSE_Kyoma_MenuQue.ini	Reading Global:bFixFactionRankText=1	Reading Global:sFactionRankText=None	Reading Fonts:bAllowExtraFonts=1	Reading Fonts:sixtraFontDirectory=Data\Fonts\ExtraFinished loading INI.FactionRankText fixed to None GenericMenu preparement...	Patch GenericMenu->Destructor at 0x005A3CE0	Patch GenericMenu->HandleClick at 0x005A3D80	Patch GenericMenu->HandleMouseover at 0x0060CF60	Patch GenericMenu->HandleScroll at 0x0060CF60	Patch GenericMenu->HandleDrag at 0x0060CF60	Patch GenericMenu->HandleInput at 0x006FE080	Patch GenericMenu->Update at 0x0060D0A0Virtual Stuff is now Hooked!Tracking the Big-Four-Giants (tm)Prepare to launch our Super-Awesome-Tile-System...	Tile Codes.........Done!	Tile Destructors...Done!	Tile Builders......Done!	Tile Operators.....Done!Super-Awesome-Tile-System is locked and loaded!Loading Fonts in Data\Fonts\Extra	Font EnhancedHotkeys_10.fnt loaded successfully	Font EnhancedHotkeys_12.fnt loaded successfully	Font EnhancedHotkeys_14.fnt loaded successfullyFinished loading fonts.Expanding tile codes....	Code FFFFFFFE >> &newline;	Code FFFFFFFE >> &space;	Code FFFFFFFE >> &tab;	Code FFFFFFFE >> >	Code FFFFFFFE >> <	Code 07EC >> append	Code 07ED >> prepend	Code 07EF >> incl	Code 07EE >> cmp	Code 07F0 >> tostring	Code 00F9 >> &Scroll;	Code 00FB >> &TextEdit;	Code 00FA >> &FocusBox;	Code 00FC >> &DragRect;	Code 00FD >> &DragHorizontal;	Code 00FE >> &DragVertical;	Code 1002 >> focus	Code 1003 >> focussize	Code 1004 >> stringlenLoading Strings in Data\Menus\StringsFinished loading Strings.Create PropertySys->DragSys for quantity_scroll\user6 (02FFF7F0)Create DragSys for horizontal_scroll_marker (02FF0EB8)


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Christine
 
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Post » Tue May 03, 2011 3:44 am

Hmm, that doesn't bode well. :( Do the issues only appear after you've opened your menu atleast once?
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Baylea Isaacs
 
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Post » Tue May 03, 2011 5:34 am

Hmm, that doesn't bode well. :( Do the issues only appear after you've opened your menu atleast once?


Well, my whole mod is menu based, but yeah, it starts right on the first menu.. (Even it crashes too, but it's random..)

Also.. My new crash log has this, not sure if it's related..

Loading strings
WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):
Advanced Magecraft.esp (633 strings) <-- I don't know about this, I don't use strings that often.. ?
Loading array variables
plugin has data in save file but no handler
plugin did not read all of its data (at 000000000000E79D expected 000000000000E79E)
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Patrick Gordon
 
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Post » Mon May 02, 2011 9:53 pm

Ok, and do these crashes only involve your (generic) menus?
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Kill Bill
 
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Post » Tue May 03, 2011 3:03 am

Ok, and do these crashes only involve your (generic) menus?


So far, yes, but I haven't really tested the game yet.

I just recompiled all my scripts hoping that would help, it didn't seem to. I'm reverting to the old quantity menu, I will report back if that makes a difference..

----------

Ok, so I've figured out some of what is happening.

With the menu's, the last option I selected while in a menu is getting stuck, ie, if i select Recycle, it does nothing, however, entering the menu again, recycles,..

Also, reverting to my previous quantity prompt menu, allows it to open without crashing,.. (Though the mod is really unstable, and crashes randomly still.)
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J.P loves
 
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Post » Tue May 03, 2011 1:48 am

Ok, one last question (sorry, trying to pinpoint the source of the crash), does it always happen right as the menu is opened or only after clicking somewhere?

P.S. You should be able to keep your menus as they are and just remove the traits.
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Ross
 
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Post » Mon May 02, 2011 11:52 pm

Ok, one last question (sorry, trying to pinpoint the source of the crash), does it always happen right as the menu is opened or only after clicking somewhere?

P.S. You should be able to keep your menus as they are and just remove the traits.


Both, but, my menus open menus, so it's probably as they open..

Also, I'm missing 200mb(ie, it's used, when I know it wasn't..) of HD space now, not sure if it's related, or not, still trying to locate where that went.. COuld account for all those strings OBSE was talking about.. (Though, that would be some seriously massive strings..)

----

Edit: Well, I found "some" missing HD space, not sure if it was the same, but Windows Error Reporting had eaten about 3.5gb..
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Yvonne
 
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Post » Mon May 02, 2011 6:39 pm

Both, but, my menus open menus, so it's probably as they open..
Ok, I take it then that you're also using GetGenericButtonPressed?

Also, I'm missing 200mb(ie, it's used, when I know it wasn't..) of HD space now, not sure if it's related, or not, still trying to locate where that went.. COuld account for all those strings OBSE was talking about.. (Though, that would be some seriously massive strings..)
Edit: Well, I found "some" missing HD space, not sure if it was the same, but Windows Error Reporting had eaten about 3.5gb..
Holy mojo, that's pretty huge! Then again, Windows isn't exactly known for its program size accuracy...
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Gemma Woods Illustration
 
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