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Thread: Prefabs not displaying [HD 1.37]

  1. #1
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    Exclamation Prefabs not displaying [HD 1.37]

    If I open HD with no characters open and with a template or two loaded (such as Common Hero and Special Powers from the Free Stuff page), then create a new create a new character (Standard Superhero template) and load a new template (Karate from the UMA pack) it won't display the new prefab under the prefabs tabs.

    To get HD to display the most recently loaded prefab I have to close the current character then open or create another new character. The other way I can get HD to display the new prefab is to unload one or two other prefabs.

    I'm running HD 1.37 under Windows XP. The prefabs are loaded from different directories (My Documents\Hero Designer\Prefabs for the Standard Super Hero and Common Hero prefabs; My Documents\Hero Designer\UMA\Real_World_Martial_Arts for the Karate prefab)

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    I got a prefab error a couple of times last night after loading the new update (error: null), but I just unloaded and reloaded the prefabs and everything seemed to work fine thereafter.
    A complex system that works is invariably found to have evolved from a simple system that worked.
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    Hrrrmm....odd. I'm not sure what the error is that KillerShrike is reporting...it would help (a lot) if you could post the trace.log file after that error occurs. That will let me find it pretty easily and isolate it.

    As for the prefabs not displaying, I've replicated the behavior and will get it fixed for the next update.

    For the time being, one way to "force" a refresh is to unload a prefab. As soon as you do that, all remaining prefabs should be displayed.

    Sorry for the difficulty...I'll get that fixed.
    White Hats are for CISSPs

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    Thanks Dan.. not really a big problem, more an oddity

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    Originally posted by dsimon
    Hrrrmm....odd. I'm not sure what the error is that KillerShrike is reporting...it would help (a lot) if you could post the trace.log file after that error occurs. That will let me find it pretty easily and isolate it.

    As for the prefabs not displaying, I've replicated the behavior and will get it fixed for the next update.

    For the time being, one way to "force" a refresh is to unload a prefab. As soon as you do that, all remaining prefabs should be displayed.

    Sorry for the difficulty...I'll get that fixed.
    Sorry; Im at work now and dont have HD or the trace logs handy.

    The error occured when I opened a Character file that I use only to build a preFab with after installing (immediately after as it happens) 1.37 and unextracting the new UMA Character Pack.

    When I opened the file HD first generated a prefab error and the error message was simply 'null'. I cliked ok, and then the character opened no problem. So I unloaded all the preFabs loaded and reloaded them, saved the character, closed, reopened and the error did not repeat.

    Opened another file also used to make a preFab and the error occured again. Repeated the process, problem did not reoccur.

    Opened several other characters that are not used to make preFabs and had no problems.

    Made a new character file, dropped a quick power onto it and made that a prefab. Closed the character, reopened the character. No error.

    Shrugged it off and went back to working on what I started out to do (going back to the EDM Gate based power that I had problems with earlier this week because of the EDM Constant/Instant bit and updating it).
    A complex system that works is invariably found to have evolved from a simple system that worked.
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    KillerShrike.com, wiki

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    Again, please post the trace.log file when you have a chance....it will make the error a lot easier to track down.
    White Hats are for CISSPs

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    Ob-Kb here is the Trace File:
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

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    Originally posted by Killer Shrike
    Ob-Kb here is the Trace File:
    Interesting...

    The problem is stemming from having a Power with Linked in a Prefab. Linked is looking for the linked ability in the Powers list. Not only is it not finding it, but in your case, it's not finding a Powers list at all (since no characters are loaded).

    I'll get that fixed....Linked (more than likely) won't be terribly pretty in a Prefab (it will, by necessity, lose knowledge of what it is linked to), but it will at least function without giving an error.

    Thanks!
    White Hats are for CISSPs

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    Yeah, interestingly, I just got it again:
    A complex system that works is invariably found to have evolved from a simple system that worked.
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    Originally posted by Killer Shrike
    Yeah, interestingly, I just got it again:
    Same error. I'll get that fixed.
    White Hats are for CISSPs

  11. #11
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    I guess it was just a timing coincidence. I added a Linked power to the Prefab right before I closed the app out to restart it with the new Update.jar

    FYI, this is the power; its a compound power with 2 powers, one linked to another:

    <table><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>Chill Touch: </i></b>(Total: 29 Active Cost, 8 Real Cost) <i>Sap:</i> Drain 1d6: Strength (10 Active Points); 1 Charges (-2), Linked to Chill (-1/2) (Real Cost: 3) <b>plus</b> <i>Chill:</i> Killing Attack - Ranged 1d6 (vs. ED), Required Hands (One-Handed; +0), +1 STUN Multiplier (+1/4) (19 Active Points); 1 Charges (-2), No Range (-1/2), No Knockback (-1/4), Gestures (-1/4) (Real Cost: 5) [<b>Notes:</b> Necromancy]&#160;</td><td valign="top" align="right"></td></tr></table>


    Is this not a legal construct or is it a programatic behavior?
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  12. #12
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    Actually, there are 2 candidates for the error:

    <table><tr><td align="right" valign="top">8&#160;&#160;</td><td><b><i>Shield: </i></b>(Total: 30 Active Cost, 8 Real Cost) <i>Shield Effect:</i> Force Field (7 PD/7 ED/2 Flash Defense: Sight Group), Hardened (+1/4) (20 Active Points); Only vs 1 opponents on 1 hex side at a time (-1 1/2), 1 Continuing Charges lasting 5 Minutes each (-3/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 5) <b>plus</b> <i>Concealment Effect:</i> +2 with DCV (10 Active Points); Only vs 1 opponents on 1 hex side at a time (-1 1/2), Visible (-1/4), Linked to Shield Effect (-1/4) (Real Cost: 3) [<b>Notes:</b> Abjuration.
    Caster may change which hex side shield protects on as 0 phase action.]&#160;</td><td valign="top" align="right"></td></tr></table>
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

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