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  1. #1
    Germanicu5's Avatar Will buy spare time...
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    Default Disabling file cache - resolving modding and savegame issues

    --------
    Disabling file cache helps fixing some conflicts with old saves, deleting map.rwm alone won't let you play battles in some cases.


    There's also one more important thing to it - saving a previously crashing game while cache is disabled ant then playing it after enabling caching is possible.
    Proved to be wrong - savegames won't work properly if file cache isn't disabled at all times. This error was sponsored by number 2am and letters "w r o n g f i l e e d i t e d".

    How to attempt to save a CTDing game if there are no obvious reasons expressed in log file:
    Spoiler Alert, click show to read: 
    Disabling file cache is done via mod's .cfg file, relevant section needs to contain the line:
    [io]
    disable_file_cache = true

    Proper staps to be taken in the effort to bring back stability:
    1) delete all map.rwm files from data\world\maps\
    2) delete strings.bin files from data\text\ folder - related errors actually tend to be logged nicely
    2) disable file cache
    A known symptom that could indicate disabling file cache would help is a CTD preceded by random texture errors found in game's log, directly before its end.
    To make sure your error log contains maximum data .cfg file needs to be edited (courtesy of wilddog and Augustus Lucifer):
    [ai]
    ltgd_logging = true

    [log]
    to=logs/auh.system.log.txt
    level = * trace
    file = game.script.* logs/pkh.script2.log.txt
    file = game.script* logs/pkh.script.log.txt
    file = game.script logs/pkh.scriptoutput.log.txt
    file = ai.ltgd logs/pkh.ai.log.txt


    I wanted to post some info on cache since February, but accidentally we just got more reference data. At this point my opinion is close to final, it could change very slightly depending on further tests, there's another theory on disabling file cache on the forums, but I came to different conclusions, which are worth sharing give possibility of saving someone's 100 turns of efforts.

    Deleting map.rwm is still necessary when starting a new campaign, no need to disable file cache then. Additionally campaign-specific text files don't influence the contents of map.rwm. I used to recommend disabling file cache for a while with Battle AI switcher, but I found no direct evidence it influenced reloading battle AI settings (I tested it specifically).

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

    With old savegames it might be the case with some conflicts arising when caching is on, the question is what exactly happens when cache is disabled.

    Spoiler Alert, click show to read: 
    We can observe a curious case with loading the broken savegame on latest RC\RR for SS (April 11), because with or without map.rwm and with cache disabled, Scopia battle loads correctly. Also map.rwm files recreated with caching on and off are identical.

    1) I set up a platform, one mod being Oct30 RC\RR, another Apr11 RC\RR, both with enabled file cache. The savegame I attached works flawlessly on Oct30 and crashes on Apr11 when assaulting Scopia, popping out random texture errors.

    2) I replaced maps folder of Oct30 with files from Apr11 and a map.rwm created by Apr11 install - Scopia battle loads normally, which means the issue is unrelated to campaign-specific files and map.rwm, unless major mapping changes were performed (minor corrections I tried didn't cause a CTD, with major the savegame won't load at all).

    3) Then I kept copying newer filer to the old folder, deleting strings.bin files on the go, and the only file that was causing an old savegame to crash was: battle_models.modelDB. Which means there are obviously references to unit-related files in the savegame and they're critical.
    Moreover, swapping new modeldb file for the old one lets us continue the game without any efforts on Apr11 release.

    Among files that weren't causing the CTD were all text files from the list pasted below.
    Spoiler Alert, click show to read: 
    export_descr_character_traits.txt
    descr_sm_factions.txt
    descr_names_lookup.txt
    descr_names.txt
    export_descr_unit.txt
    descr_cultures.txt
    descr_campaign_db.xml
    export_descr_buildings.txt
    descr_formations.txt
    descr_formations_ai.txt
    battle_config.xml
    export_descr_advice.txt
    descr_water.txt
    descr_water_interaction_effects.txt
    descr_water_effects.txt
    descr_arrow_trail_effects.txt
    descr_faction_standing.txt
    export_descr_ancillaries.txt
    descr_model_strat.txt
    descr_character.txt
    config_ai_battle.xml
    descr_mount.txt
    descr_pathfinding.db
    descr_rebel_factions.txt
    export_descr_advice_enums.txt
    descr_settlement_mechanics.xml
    descr_pathfinding.txt

    I hope logs provide enough feedback for further discussion. Overall it's really a nice thought that people will be able to continue their campaigns and modders will get less trouble (which I'm sure they knew anyway).


    After discovering modeldb was the cause for an error I scanned modeldb files today and gained vital info on file cache - it's definitely stored inside a savegame as well. Previous mod version's file references (with full path) are put inside a savegame, but not all. Disabling file cache means the game won't overwrite old cached settings (stored when the save was first created) with new data and maintain compatibility.

    File caching occurs on start (only necessary files) and when performing any activity requiring new files to load. Not all file data that's cached during a session is stored in a savegame e.g. information about savegame files, normally cached when loading a game during a campaign, is skipped.

    Both files attached, with a crash log as well - pay attention to these lines in the log:
    Spoiler Alert, click show to read: 

    directory non-existant repeats about zillion times throughout the savegame, which is RC\RR "feature", but also gives such data:
    19:00.107 [system.io] [info] exists: directory non-existant: data/unit_models/_units/lithuania/baltic_midle_spearmen/attachmentsets/variations/south_european
    It was clearly present in the savegame, as there's absolutely no trace of such string in all game files.


    I think I could risk such assumption - cached data is stored inside a savegame file and (let's use modeldb as example):


    -with file cache enabled (default):

    a) it gets confronted against existing modeldb file data read and cached on game start, if there are no references to some texture locations within existing modeldb while they're present in the savegame, texture references don't get overwritten, strangely all units are properly displayed and there are zero references to textures previously reported as missing in the log --> no CTD

    b) it gets confronted against existing cached modeldb file data, if there are some references to stored unit texture location (or maybe to number attributed to them, creating something like "6-104" checksum in this case), it gets overwritten --> CTD if new references overwrote old data.
    Spoiler Alert, click show to read: 
    new battle_models.modeldb, the old one doesn't contain this section:
    6 poland
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture 0
    5 slave
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture 0


    -with file cache disabled:

    the doesn't create file cache data, so it doesn't overwrite old data loaded from a savegame, which lets the game continue in "compatibility mode". Textures are displayed correctly.

    The cache present in a savegame is saved the very moment a campaign is created, which means this info is stored in memory during a session.

    ---------------------
    Also I'm enclosing different testing setups, among them ones done when entering main menu and starting a campaign (I did them in February), the basic conclusion is pretty obvious and coherent with tests I made when testing AI: with cache on all files are indexed ("cached") before being open when needed.
    Spoiler Alert, click show to read: 

    To support indexing theory one can put any random file in MTW folder, even a 7GB movie and it will get "cached" within milisecs, so basic information other than location, size, timestamp is the only data collected in this case - it could theoretically be used as reference by the engine (unfortunately checksums that seem to be attached to files aren't unique).
    Additionally, as test shows, information from modeldb is cached on loading as well, which may lead to a conclusion that text files are generally fully cached on opening.
    That'd be also be at least partially supported by the fact that one of my tests scripts sized at ~263MB will cause game crash - caching it on campaign start fills 2GB memory.


    Regards

    P.S. Logs and a savegame links underneath.
    P.S.2. Thanks to vtec.dominion for supplying the savegame and to Moranimator for reminding me I was doing some research a few months back.

    battle_models.modeldb and recent logs here
    Savegame here
    Older logs here
    Last edited by Germanicu5; May 27, 2010 at 06:36 AM.
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  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Disabling file cache - resolving modding and savegame issues

    Okay I read all that but I'm still not entirely sure what you're concluding. Is it that the files in the spoiler can be changed during a campaign and will not be savegame incompatible?

    Or that disabling the cache fixes problems that come up in modding? I have a pretty nasty CTD right now which seems to occur at its own whims(ie. anywhere from Turn 1 to Turn 20 and on) and with no indication of what the problem is aside from always checking for a dead slave captain banner before erroring. If disabling the cache fixes that then huzzah.
    Last edited by Augustus Lucifer; May 25, 2010 at 10:45 PM.

  3. #3
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Disabling file cache - resolving modding and savegame issues

    I have to admit the conclusions need to be presented in a more approachable manner, I'll see what I can do about it.

    As stated just above the spoiler you mentioned - updating these files while campaign was on the go wasn't causing any CTDs in the tested setup, but I'm sure e.g. EDU and related file changes are bound to produce a crash at some point even with caching off.

    Additionally I was specifically testing certain configuration, which consisted of rather less significant file changes.

    To put it short: There's a chance that updating mod files will not affect a savegame if you disable file cache (even afterwards ofc), while otherwise you wouldn't be able to continue.

    Advice to modders: inform users that disabling file cache can be used along other bugfixing methods. The obvious conclusion is that .modeldb modifications cause high risk of future battle CTDs on old savegames.

    Regards

    P.S. I could use some more reference data, but it's hard to obtain a savegame that's useful and it takes a lot of time to test it and present any conclusions - which would probably be limited to "changing this in *.* causes CTDs while with disabled cache it doesn't".
    Last edited by Germanicu5; May 26, 2010 at 04:01 AM.
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  4. #4
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    Default Re: Disabling file cache - resolving modding and savegame issues

    It's an interesting bit of research, Germanicu5. Thankyou for sharing

    I wonder why disabling file caching helps avoid the CTD. But to have a better idea of why that might be, I need to know the differences between the 2 .modeldbs. Incidentally I don't think I've ever come across this problem. I assume someone made a mistake with those files that I never make. But I'd need to see the files to be sure. If you upload the 2 files, I'll check them to see if I can see the error that disabling file caching prevents from causing a CTD.
    Last edited by Taiji; May 26, 2010 at 06:28 AM.

  5. #5

    Default Re: Disabling file cache - resolving modding and savegame issues

    So whats the final conclusion, should we disable cache for users as part of downloaded mod.cfg files?

  6. #6
    Squid's Avatar Opifex
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    Default Re: Disabling file cache - resolving modding and savegame issues

    To me this is counter intuitive if this is the case. The file cache should enable the old saves to continue to use the values/data that were present when the saves were created, which would mean they'd be running in their "native" mode. Disabling the cache would (should) force the saves to use the values that are in the files currently, and hence are changed and are less likely to be compatible.
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  7. #7
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    Default Re: Disabling file cache - resolving modding and savegame issues

    Actually, Germanicu5, if loads of stuff has changed then I'd have to narrow it down using the savegame and SS, and possibly a load of time.

    If on the other hand there are few differences then I'm very interested to look

  8. #8
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Disabling file cache - resolving modding and savegame issues

    After discovering modeldb was the cause for an error I scanned modeldb files today and gained vital info on file cache - it's definitely stored inside a savegame as well. Previous mod version's file references (with full path) are put inside a savegame, but not all. Disabling file cache means the game won't overwrite old cached settings (stored when the save was first created) with new data and maintain compatibility.

    File caching occurs on start (only necessary files) and when performing any activity requiring new files to load. Not all file data that's cached during a session is stored in a savegame e.g. information about savegame files, normally cached when loading a game during a campaign, is skipped.

    Both files attached, with a crash log as well - pay attention to these lines in the log:
    Spoiler Alert, click show to read: 

    ------ directory non-existant repeats about zillion times throughout the savegame, which is RC\RR "feature", but also gives such data:-----
    19:00.107 [system.io] [info] exists: directory non-existant: data/unit_models/_units/lithuania/baltic_midle_spearmen/attachmentsets/variations/south_european
    It was clearly present in the savegame, as there's absolutely no trace of such string in all game files.
    ----------------------------------------------------------------
    00:19:00.109 [system.io] [trace] exists: 25061: caching file: mods/stainless_steel_6/data/unit_models/_units/lithuania/baltic_midle_spearmen/attachmentsets/pole_midle_spearman_stuff_diff.texture (1243597286)
    00:19:00.109 [system.io] [trace] exists: 25062: caching file: mods/stainless_steel_6/data/unit_models/_units/lithuania/baltic_midle_spearmen/attachmentsets/prus_midle_spearman_stuff_diff.texture (1225069708)
    00:19:00.109 [system.io] [trace] exists: 25063: caching file: mods/stainless_steel_6/data/unit_models/_units/lithuania/baltic_midle_spearmen/attachmentsets/prus_midle_spearman_stuff_norm.texture (1225069708)
    (...)
    exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/prus_midle_spearman_stuff_norm.texture
    00:19:00.110 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:19:00.110 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:19:00.110 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/prus_midle_spearman_stuff_norm.texture
    00:19:00.110 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:19:00.111 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:19:00.111 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)
    00:19:00.111 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)
    00:19:00.112 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture (from: F:\Gry\MTW)
    00:19:00.123 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture,1398304
    00:19:00.123 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture (from: F:\Gry\MTW)
    00:19:00.154 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)
    00:19:00.170 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture,1398304
    00:19:00.170 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)

    These texture references are present in the new file (pointing to a different directory though - hence the error) while they're totally missing from the old one - with which the savegame works without disabling file cache, which is a bit odd.

    Apparently I was misinformed and the savegame was initially started and made on a different RC\RR version than Oct30 - that's why some references are a bit "off" compared to modeldb files I have and conclusions changed a bit.

    I think I could risk such assumption - cached data is stored inside a savegame file and (let's use modeldb as example):


    -with file cache enabled (default):

    a) it gets confronted against existing modeldb file data read and cached on game start, if there are no references to some texture locations within existing modeldb while they're present in the savegame, texture references don't get overwritten, strangely all units are properly displayed and there are zero references to textures previously reported as missing in the log --> no CTD

    b) it gets confronted against existing cached modeldb file data, if there are some references to stored unit texture location (or maybe to number attributed to them, creating something like "6-104" checksum in this case), it gets overwritten --> CTD if new references overwrote old data.
    Spoiler Alert, click show to read: 
    new battle_models.modeldb, the old one doesn't contain this section:
    6 poland
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture 0
    5 slave
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture 0



    -with file cache disabled:

    the doesn't create file cache data, so it doesn't overwrite old data loaded from a savegame, which lets the game continue in "compatibility mode".

    The cache present in a savegame is saved the very moment a campaign is created, which means this info is stored in memory during a session.
    Spoiler Alert, click show to read: 
    00:54:25.017 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/pole_midle_spearman_stuff_diff.texture
    00:54:25.017 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/variations/south_european/pole_midle_spearman_stuff_diff.texture
    00:54:25.018 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/variations/south_european/pole_midle_spearman_stuff_diff.texture
    00:54:25.018 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/pole_midle_spearman_stuff_diff.texture
    00:54:25.018 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/variations/south_european/pole_midle_spearman_stuff_diff.texture
    00:54:25.019 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/variations/south_european/pole_midle_spearman_stuff_diff.texture
    00:54:25.019 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture (from: F:\Gry\MTW)
    00:54:25.019 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture (from: F:\Gry\MTW)
    00:54:25.020 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/prus_midle_spearman_stuff_norm.texture
    00:54:25.020 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:54:25.020 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:54:25.021 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/prus_midle_spearman_stuff_norm.texture
    00:54:25.021 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:54:25.021 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/variations/south_european/prus_midle_spearman_stuff_norm.texture
    00:54:25.022 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)
    00:54:25.022 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)
    00:54:25.023 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture (from: F:\Gry\MTW)
    00:54:25.024 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture,1398304
    00:54:25.024 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture (from: F:\Gry\MTW)
    00:54:25.061 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)
    00:54:25.061 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture,1398304
    00:54:25.061 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture (from: F:\Gry\MTW)

    Textures displayed correctly ofc.

    Also storing a savegame with file cache disabled won't update references, on the next run the game won't load a battle with conflicting data - which I rechecked and in consequence file cache needs to be disabled at all times to maintain compatibility.

    @Taiji
    I think that info clears most doubts.

    @Point Blank

    Given current knowledge disabling file cache will probably decrease error reports by 50% (estimated based on number of error reports vs average potato growth in Idaho ).

    @Squid

    I try to base everything on methodical tests, even if some conclusions aren't the first logical thing I'd think of. The base for initially swaying towards a theory other than "native mode" was a test (repeated 2x) that I made in the middle of the night on a savegame, apparently with 2 different SS installations I enabled file cache for the wrong one and that was it. Fortunately I redid the test and was backed up with your claims. I'll update OP soon.

    Regards

    Logs and modeldb files underneath:
    Last edited by Germanicu5; May 26, 2010 at 09:23 PM.
    I have no memory of this place.

  9. #9
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    Default Re: Disabling file cache - resolving modding and savegame issues

    If you're talking about my doubts then I'm not sure what you mean. If you meant that it should 'answer my questions' then unfortunately it doesn't.

    So, I'll try to explain myself better. I need to know the exact problem that disabling the cache avoids.

    Those 2 dbs have masses of differences that are mostly in formatting. So I would cut and paste half the old over the new to see which half the problem lies in. And so on, using a process of elimination to find the problem.

    Then I would know exactly which problem is negated by cache disabling, and without any inference.

    So then I know how to avoid having to disable the cache by working with it's limitations in mind.


    Please don't take this as criticism or as doubting what you are saying in anyway. I think this research of yours is really excellent and that you're doing us all a great service by sharing it. Sincerely, thanks!
    Last edited by Taiji; May 27, 2010 at 05:54 AM.

  10. #10
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Disabling file cache - resolving modding and savegame issues

    I need to find the exact modeldb that was used when the savegame was created, the best guess is that texture address in this section changed:
    Spoiler Alert, click show to read: 
    6 poland
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/pole_midle_spearman_stuff_diff.texture
    104 unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/prus_midle_spearman_stuff_norm.texture 0


    So to avoid ctds these references would need to stay intact for existing units. I'll verify that when I get my hands on the specific modeldb or recreate such "bugged" savegame.

    @PB

    Any idea which SS RC\RR version of modeldb used that string?mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Baltic_Midle_Spearmen/AttachmentSets/faction_variations/byzantium/variations/south_european/prus_midle_spearman_stuff_norm.texture

    I assume it has to be (after checking file dates) a version between Oct30 and Nov09. Or maybe it's some submod's file.

    Regards
    I have no memory of this place.

  11. #11

    Default Re: Disabling file cache - resolving modding and savegame issues

    I don't recall changing that code, or any Lithuania-based unit, for a long time...

  12. #12
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Disabling file cache - resolving modding and savegame issues

    @PB

    Ok, the research is pretty well-based at this point anyway and I'm already late with AI.

    Regards
    I have no memory of this place.

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