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Re-Roading Project requires next gen improvement from LSPDFR


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Hey @Sam - for the last 2 weeks I've been producing a very desired mod which involves me repathing San Andreas, as to achieve a visually brilliant speed enhancement.

 

I've already got 500 downloads and over 400 replies through both our lovely brother site, and the forums themselves - and that's in less than 2 weeks.

The task I'm undertaking is a massive one, but I'll do it, for all of us. The roads in V need next-genin' now!

 

The reason I am writing this post is to inform the developers of LSPDFR that your script currently has an error in which nodes which have "broken" links cause a fatal crash. I've received about 5 comments informing me of this and today have confirmed for myself the following interesting console information:

 

Spoiler

[11/27/2019 8:14:56 PM.051] LSPD First Response: [TRACE] Loading node data
[11/27/2019 8:14:57 PM.484] LSPD First Response: ==============================
[11/27/2019 8:14:57 PM.484] LSPD First Response: UNHANDLED EXCEPTION DURING GAME FIBER TICK
[11/27/2019 8:14:57 PM.484] LSPD First Response: ------------------------------
[11/27/2019 8:14:57 PM.484] LSPD First Response: Origin: Game fiber "Plugin "LSPD First Response" main fiber".
[11/27/2019 8:14:57 PM.484] LSPD First Response: ------------------------------
[11/27/2019 8:14:57 PM.484] LSPD First Response: Exception type: System.TypeInitializationException
[11/27/2019 8:14:57 PM.484] LSPD First Response: Exception message: The type initializer for 'MvVy4"N<%97 Ny&87D#'P!ex#' threw exception.
[11/27/2019 8:14:57 PM.484] LSPD First Response: ------------------------------
[11/27/2019 8:14:57 PM.484] LSPD First Response: Inner exceptions:
[11/27/2019 8:14:57 PM.484] LSPD First Response:     Exception type: System.ArgumentException
[11/27/2019 8:14:57 PM.484] LSPD First Response:     Exception message: Invalid node ID
[11/27/2019 8:14:57 PM.485] LSPD First Response:         ------------------------------
[11/27/2019 8:14:57 PM.485] LSPD First Response:         Stack trace:
[11/27/2019 8:14:57 PM.485] LSPD First Response:         at 0;BNCJnxZWxWB4(4z$\*:V%iw$..ctor(UInt32 , UInt32 , UInt32 ) in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Pathfinding\PathfinderNode.cs:line 20
[11/27/2019 8:14:57 PM.485] at MvVy4"N<%97 Ny\&87D#'P!ex#.Z,WU]Y&%`$nXtzs7+^"5P0JN$() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Pathfinding\GameNodeHelper.cs:line 52
[11/27/2019 8:14:57 PM.485] at MvVy4"N<%97 Ny\&87D#'P!ex#..cctor() in E:\GTA V\LSPD First Response\LSPD First Response\Engine\Scripting\Pathfinding\GameNodeHelper.cs:line 26

 

 

That's quite cool to see that you guys had to cover some ground in terms of AI path nodes, though it seems to me - as someone with not a lot of knowledge in programming, that the issue described here, and here, is causing effectively a false flag. For example, there is no need to crash simply because an area ID or series of nodes, or even a node alone has invalid properties of any sort. It's a backend non-issue of which player's don't experience.

 

The entire log.

 

So, as a modder who has actively shown through 1 year on this site that I can produce high quality mods, and now designing the extremely in-depth project of Re-Roading, can we please start talks to resolve this issue so that my mod is not only game changing for regular V players, but also the LSPDFR community.

 

I fully accept that my alphas may give off the effect of having broken nodes, and you guys may not be able to remove the checks that cause this error - of course, but please can we begin a troubleshoot regarding how the problem described - about nodes refering inside themselves until mass-saving at the end of the project, could be put on hold until the full stable release in which all links see each other.

 

To read only half the documentation - which did make my wrists hurt, yes, without downloading - please see these images.

 

Top1.thumb.png.f948d75cccedd011072e67cf9142bc3f.png 1604964763_TheTruth.thumb.png.11eb532a15c2cdfbb1e760d1b09b1bef.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Thank  you.

 

Edited by TakeYaBackToStation4BumVio

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

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Just to confirm to those who are not LSPDFR devs, the "broken node" error is in other words temporary and just needs to be silenced until a final release in which all YNDs have the same date/time hash. Currently LSPDFR is excluded from my Alpha project because of this. Please come try out the mod over at GTA5-Mods.com in the misc section!

 

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

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Thanks for reaching out and the great idea! We do indeed have our own custom pathfinding on top of the game nodes to allow us to pick the routes we want and this is probably why things are breaking. Currently we do not expect any game node to be invalid and I am not sure what impacts it would have on our pathfinder as it is not designed to work that way. I am happy to create a build that ignores broken links to test things, but if it leads to pathfinder issues I am not sure if we have the time to redesign it to accommodate broken links. Let me know if that works for you.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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@LMS

That's absolutely fantastic. Not only would LSPDFR players eventually get to enjoy this project at the end of the Alpha stage, but I could then actually build this project on LSPDFR to ensure complete compatibility!

 

I'd certainly like to take you up on this offer of the bug-ignoring build - I just want to re itterate a slight possible drawback. If the result comes back that the nodes are infact impacted negatively, then it would be up to you guys to sort of, digress. Though, that's a big if, I promise. I am very experienced in level design and nodes, I'm certain this will work out once out of Alpha stages 👍

 

Excited to get the ball rolling

yo yo yo yo It's 3:43am Christmas day yeah yeah yeah niiiice Christmas!! Whoo-oo Christ! Christ Mass!

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