Author Topic: [Resolved]Graveyard escort mission failed to initialize  (Read 5441 times)

ushas

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[Resolved]Graveyard escort mission failed to initialize
« on: April 27, 2017, 09:40:25 PM »
(v15, linux)

According to the log, it's an escort mission. There is also named unit: Bill Manning. The map loads and (some) units spawn. However, the interface doesn't nor the battle or any dialogue if there was any. So it's reload. According to what I saw I think it's one of the new missions from video.
Map: SuburbsGraveyard1
Faction: Survivalists

If it helps, this exception was in Player.log:
Code: [Select]
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Vector3].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BattleControlScript.GetCharacterStartPosition (Boolean isPlayerCharacterIn, Int32 speakerPositionIn) [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnCriminalTeam () [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnLevelCharacters () [0x00000] in <filename unknown>:0
  at BattleControlScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
  at ScriptReferenceScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
  at ScriptReferenceScript.Start () [0x00000] in <filename unknown>:0
« Last Edit: June 20, 2017, 01:19:10 PM by Daithi »

Daithi

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Re: Graveyard escort mission failed to initialize
« Reply #1 on: April 28, 2017, 09:03:30 AM »
Suspect it's the same as the alley issue - quite possibly the same model causing the problem. Have you been able to play this mission since, or does it fail every time?

Daithi

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #2 on: April 28, 2017, 02:37:22 PM »
If this happens again, will you send on the log file, or the save file? Have PMed you my email. This log seems to be giving less info (class names, error line numbers - perhaps Linux related) but there might be information in there about what character prefab it failed to load. If this is the problem, it should fail in subsequent missions for the tile, as the criminal defenders will be the same.

ushas

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #3 on: May 04, 2017, 09:06:30 AM »
Ok. I've sent the saved logs.
There is everything happening on the line 37 indeed etc. I thought the lack of information is because this is not a debug build or so.

If this is the problem, it should fail in subsequent missions for the tile, as the criminal defenders will be the same.
Aha! So the enemy team composition is given by the tile stats (regardless the generated map) in v15? I wonder what will happen if the level of intel changes in the meantime. There are also changes in the crime % by defeating them.

Daithi

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #4 on: May 04, 2017, 09:41:59 AM »
Must have been tired when i looked at this. The log suggests that there was no place to put the character, (there are a number of defined zones where enemies can spawn, and multiple configurations per map). I kept the number of these areas small in the escort mission, to force a more even distribution (and the rest will spawn), but obviously missed something. Pressing M should now also show the configuration being used for the map. Should be able to figure this out for V17, as V16 has just been released.

Aha! So the enemy team composition is given by the tile stats (regardless the generated map) in v15? I wonder what will happen if the level of intel changes in the meantime. There are also changes in the crime % by defeating them.

Yes, the map is irrelevant, each tile has a number of defenders. When the game starts it sets the difficulty (hidden) for each tile, and places a number of defenders in it according to the difficulty. The danger level (which is linked to number of defenders) is the main one you need to look at - it will affect number of enemies in mission, their HP, damage buff. Crime rate is the % of the tile wealth that the gang gets to keep, and increases or decreases depending on the number of enemies.

ushas

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #5 on: June 02, 2017, 12:18:39 AM »
One more hint, in case you haven't found the culprit already:
I can consistently get this issue when triggering the mission with 4 party members. With 3 it starts flawlessly. Maybe it has problem to position either one of the allies or one of the additional enemies who is added due to higher number of allies (by the in-log sequence it may be one of the MafiaAssociateM)? This time saved also the autosave too (v16, linux, HB, 23 July). If you need it, let me know.

Hm... I was letting Emilia wait for me ~18 days before coming for her.
I wonder if it was too early to declare other problematic missions working well...    Will recheck with 4.

ushas

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #6 on: June 02, 2017, 02:12:42 AM »
Yeah, of course...

Practically most of the missions on danger 3 (or high wealth) will now fail to initialize when using 4 party members.
(v16, linux, HB, 23 July)

So it's easier to list maps/missions (danger 3 / high wealth) that initialize well:
    Survivalists:   9 barbarians, 11 DirtyApartment, 13 DowntownConstruction1, 26 DowntownMed4, 27 DowntownMed5
    Mafia:   8 Meltdown, 9 barbarians, 11 DirtyApartment, 18 Blackmaii, 20 Bootleggers, 23 The Hit,  27 DowntownMed5
    Church:   9 barbarians, 11 DirtyApartment, 14 Grave diggers

Meaning all the others maps fail to initialize and (probably) there will be the same out of range exception as reported before. Danger 1 & 2 lvl tiles seem ok, but haven't tested all. Except, according to the surveillance info, I somehow managed to lower danger level from 3->1 after a mission on one tile. And then the map initialization will still not finish properly on this tile for those problematic maps. So perhaps it's more related to high wealth (difficulty)? Well, the issue somehow directly or indirectly relates to number of enemies...
« Last Edit: June 02, 2017, 02:16:03 AM by ushas »

Daithi

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #7 on: June 07, 2017, 12:34:09 PM »
Good information here. Didn't realise there was such a problem with Danger Level 3 + full party. Have made changes to restrict number of enemies spawned - so this might be already fixed, but will do some testing.

ushas

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #8 on: June 08, 2017, 12:27:52 AM »
July 27: Dear diary, guess what happened today?... Started Wolves of the Night on high wealth & danger 3 tile having all allies and no problem what so ever... Whole party thinks me crazy. Aside time I'm not sure what's different.

Also thought that perhaps it's somehow connected to the spawning issue you already resolved. So will let it be for now?
(will hide somewhere in the meantime ashamed of inconsistent reporting)

Also I'm not sure whether it's danger 3 or wealth 3, as both were aspects of those tiles. Is it possible the game starts with danger 3 tied to high wealth? For some reason I was thinking previously danger and wealth separately.

ushas

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #9 on: June 08, 2017, 02:14:08 AM »
An echo from the hideout: The map from July 27 started by launching the mission blindly from the cityscape, whereas most of the maps tested were called using the console. Now when I start it naturally more missions are suddenly working. Those usually report as Map# conf:1 (or conf:2). Called from console the ones freezing are reporting as Map# conf:0 (or conf:2) when used 'm'. 

Haven't you said that conf:1 is connected no larger number of enemies? So perhaps it's nothing new and already resolved indeed...

However, there is also this inconsistency with the console. When launching naturally I'm getting map initialization not working with 4 party members on high danger/wealth too (eg. Escort mission), but it's not the amount of maps as reported above any more. So perhaps there are more issues at play?

In case not so easy to reproduce/fix, I can simply try revisit in v17 and report any changes, now knowing more what to look after.

Daithi

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #10 on: June 09, 2017, 02:38:53 PM »
Launching from the console does things slightly differently. Think it's defaulting to config 0, and that has less spaces for enemies to spawn. If there are more enemies than spaces it will crash. If I can fix this fairly easily (which should be the case) I will.

Daithi

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Re: [Fix Req]Graveyard escort mission failed to initialize
« Reply #11 on: June 20, 2017, 01:18:57 PM »
This is fixed.