Build #114/Win 7 64-bit - local town map location names don't save [RESOLVED]
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Build #114/Win 7 64-bit - local town map location names don't save
Cheers mate. And no problems if still happening, it will get sorted eventually. I just had the idea it could be related to some of our quest problems as the map, just like the talk window, ties back into quest system. Here's hoping!
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: Build #114/Win 7 64-bit - local town map location names don't save
You, sir, are a retro gaming rock star. I'll keep my fingers crossed as you keep squashing more bugs.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Build #114/Win 7 64-bit - local town map location names don't save
The problem still happens at times, so I tried to debug it.
I went in front of a random city (Vantown in Wayrest), made a save (SAVE0) and exited, checked that the save had no data about the town.
I reloaded, entered the town, identified the first building in sight (The King's Chemicals), saved (SAVE52), exited.
Reloaded, checked that the building was not identified.
From what I can see, The King's Chemicals is mentioned in DiscoveredData.txt, but under a null location, so it cannot be found:
I went in front of a random city (Vantown in Wayrest), made a save (SAVE0) and exited, checked that the save had no data about the town.
I reloaded, entered the town, identified the first building in sight (The King's Chemicals), saved (SAVE52), exited.
Reloaded, checked that the building was not identified.
From what I can see, The King's Chemicals is mentioned in DiscoveredData.txt, but under a null location, so it cannot be found:
Code: Select all
{
"Key": 215915,
"Value": {
"mapID": 0,
"mapPixelID": 0,
"regionName": null,
"locationName": null,
"discoveredBuildings": [
...
{
"Key": 393489,
"Value": {
"buildingKey": 393489,
"displayName": "The King's Chemicals",
...
- Attachments
-
- SAVE52.zip
- after discovering The King's Chemicals
- (224.36 KiB) Downloaded 83 times
-
- SAVE0.zip
- before entering Vantown
- (222.56 KiB) Downloaded 86 times
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- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Build #114/Win 7 64-bit - local town map location names don't save
That's awesome, thank you. This significantly narrows down the problem. Now I just have to work out how the location ended up null in discovery system.
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: Build #114/Win 7 64-bit - local town map location names don't save
Pango/interkarma - thanks for continuing to look into this! Unfortunately I still won't have access to DFU for a while yet to test (assuming any more testing on my part is still needed at this point), but I appreciate anything you can do to nail down this annoying little issue.
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
- Contact:
Re: Build #114/Win 7 64-bit - local town map location names don't save
This has been happening since #133 for me to.
Win10 x64bit..
I unblock everything, but Ill try the admin thing..
Win10 x64bit..
I unblock everything, but Ill try the admin thing..
Check out my YouTube Channel!
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Build #114/Win 7 64-bit - local town map location names don't save
I've issued a potential fix for this one now. With this change, I can no longer reproduce the issue using steps pango outlines above. I'm not 100% certain this will fix under all circumstances, but it's likely.
I'll leave this issue open until multiple people have had a chance to test in next round of builds.
I'll leave this issue open until multiple people have had a chance to test in next round of builds.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Build #114/Win 7 64-bit - local town map location names don't save
I've added more fixes to this closer to the root cause, which could also impact quest system. I'm reasonably confident this one is fixed now. I'll move to resolved and can reopen if problem persists after next builds.