Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: LoneKnight on November 04, 2010, 03:46:34 pm
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I have been working on a mission, and the amount of events that occurs has gotten quite high (probably 30 to 40). While attempting to save, the file crashed. I now cannot open that file or run it.
I lost the file completely :mad:, and started anew, this time just saving different versions. However, once the amount of events got high again, it crashed on the most recent save. So, my theory is that there's a limit to the amount of events that FRED can take before it corrupts the file. Any confirmation on this?
Thanks.
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There are debug builds available for FRED. Use them, and give us a FRED2_open.log, or the error messages it prints.
As for event limits, I am not aware of any (Currently looking at a mission with 254 events)
Also, check the missions folder (or wherever you save your missions) for files with the .bak, and .001 to .009 extensions. Those are backups FRED makes automatically after each alteration of the mission file.
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Yeah, I was the one who did that mission with 254 events (pretty sure). :nervous: There's definitely not a limit as low as 30 or 40. If it's freezing, something's going wrong on your end. Have you tried just waiting a few moments?
And your 'lost' file can probably be saved. Run a fred debug build and post the log file.
What version of FRED are you using? 3.6.12 final?
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If I try opening it in debug, it just stops responding... I opened up the .bak file but I'm still annoyed at losing all of the Event work beforehand. I'm using fred2_open_3_6_10.
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Move to 3.6.12, 3.6.10 is **** (but definitely didn't have any limits like that, either.)
Now that you've tried opening the mission in debug, go to FreeSpace2/data/ and post the fred2_open.log file you found there.
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Hmm, there's no FRED open log in my Data folder. The only files in data (other than the folders) are cmdline.cfg, cmdline_fso.cfg, fs2_open (text), multi.cfg, and multi (text).
I'll upgrade to 3.6.12, but what major problems existed in .10?
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It sucked on so many levels. 3.6.12 is faster, has more features, looks better, and doesn't break basic gameplay elements like Trebucheting turrets.
I also think 3.6.10 outputs FRED2 debug logs directly to fs2_open.log. Run debug FRED, load your mission, and post that in code tags.
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There is no FRED2_open.log, because .10 FRED doesn't write his own log.
I'll upgrade to 3.6.12, but what major problems existed in .10?
Seriously? Apart from a plethora of bugs, ridiculously slow particle code, and did I mention the incredible amount of bugs? Also the unsafe string handling, the stupid mission comment feature..... the list goes on. .12 is a MASSIVE improvement over .10 (And required for most new campaigns).
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For great examples of what 3.6.12 can do that 3.6.10 can't, I suggest:
Wings of Dawn: you can shoot down missiles with your guns, because they have hitpoints!
Vassago's Dirge: many amazing things!
Blue Planet: the Keeper will no longer cause spontaneous reality failures that devour the world in blackness!
The 3.6.12 MediaVPs: flaming debris! Beams punching through ships!
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Seriously? Apart from a plethora of bugs, ridiculously slow particle code, and did I mention the incredible amount of bugs? Also the unsafe string handling, the stupid mission comment feature..... the list goes on. .12 is a MASSIVE improvement over .10 (And required for most new campaigns).
I'm upgrading now and I'll try opening the file in .12 and seeing what code the debugger shows.
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I'm already liking .12 :)
The following is tossed up when loading the file:
Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
USER32.dll! IsThreadDesktopComposited + 287 bytes
USER32.dll! IsThreadDesktopComposited + 678 bytes
USER32.dll! IsThreadDesktopComposited + 997 bytes
USER32.dll! DispatchMessageA + 15 bytes
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
fred2_open_3_6_12d_RC2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
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Righto. Try going into the mission file in Notepad and removing Harpoon#Weak from the mission loadout. Or you can post the whole mission file for us to look at.
In the meantime consider posting the full fred2_open.log file.
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FRED should remove those automatically. Just skip those warnings.
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FRED should remove those automatically. Just skip those warnings.
Yeah, that's right. I removed the Harpoon#Weak through Notepad and it didn't post up the warning the next time I loaded it. BUT it did still manage to crash while trying to load any further.
I removed some recent events, and it loaded. Pasted them back in, and it broke. So, the issue is something with the following:
+Name: MSG Command Engines
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( is-event-true-delay
"MSG Command Engines"
0
)
( do-nothing )
)
+Name: DIR Chain 5
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Team: 0
$Formula: ( when
( key-pressed "\" )
( do-nothing )
)
+Name: DIR Engines
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective: XSTR("Activate Engines", -1)
+Objective key: XSTR("Press \", -1)
+Team: 0
$Formula: ( when
( is-event-true-delay "DIR Engines" 5 )
( training-msg "Command_Stop" )
)
+Name: MSG Command Stop
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( is-event-true-delay "DIR Engines" 5 )
( do-nothing )
)
+Name: DIR Chain 6
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Team: 0
$Formula: ( when
( key-pressed "Backspace" )
( do-nothing )
)
+Name: DIR Stop
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective: XSTR("Deactivate Engines", -1)
+Objective key: XSTR("[Press Backspace]", -1)
+Team: 0
I'm making a mission where you are training pilots, and as such, you are performing aerial movements and I have events that call for using [Backspace], [\] and checks for those. Is there some standing issue where FRED has trouble checking for those inputs?
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Please post the FRED2_open.log of the crash.
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Yep, log file please.
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Passed cmdline options:
<none>
Building file index...
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\' ... 91 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 10 roots and 7086 files.
Setting language to English
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 640x480 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 8600M GT/PCI/SSE2
OpenGL Version : 3.3.0
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_NV_vertex_program3".
Found special extension function "wglSwapIntervalEXT".
Initializing Shaders Manager...
Loading and compiling main shaders...
Compiling main shader -> null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
Shader file(s) (null-v.sdr / null-f.sdr) not found!
Shader in_error! Disabling GLSL!
Shaders Manager initialized.
Max texture units: 4 (4)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Loading palette gamepalette1-01
No cached palette file
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
Freeing all existing models...
Error reading registry key 'RegisteredOwner'
Freeing all existing models...
Current soundtrack set to -1 in event_music_reset_choices
Loading palette gamepalette1-01
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0xff2c319c -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ... a total of 200 is now available (5 in-use).
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI iconhighlight04 with size 148x148 (42.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI icont-cargo with size 55x20 (37.5% wasted)
ANI FadeiconT-Cargo with size 55x20 (37.5% wasted)
ANI icont-cargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 124x43 (32.8% wasted)
ANI icont-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser with size 70x18 (43.8% wasted)
ANI iconhighlight07 with size 144x144 (43.8% wasted)
ANI icont-cruiserW with size 143x39 (39.1% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI icont-cap with size 97x54 (15.6% wasted)
ANI Fadeicont-Cap with size 97x54 (15.6% wasted)
ANI iconhighlight06 with size 186x186 (27.3% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI iconhighlight03 with size 270x270 (47.3% wasted)
ANI iconasteroid with size 117x99 (22.7% wasted)
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ANI iconnavbuoy with size 17x33 (48.4% wasted)
ANI Fadeiconnavbuoy with size 17x33 (48.4% wasted)
ANI iconT-support with size 40x24 (25.0% wasted)
ANI FadeT-Support with size 40x24 (25.0% wasted)
ANI icont-freight with size 68x28 (12.5% wasted)
ANI Fadeicont-Freighter with size 68x28 (12.5% wasted)
ANI iconhighlight01 with size 172x172 (32.8% wasted)
ANI icont-freightc with size 103x28 (12.5% wasted)
ANI Fadeicont-FreighterC with size 103x28 (12.5% wasted)
ANI icont-freighterw with size 139x57 (10.9% wasted)
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ANI icont-freightercw with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW with size 209x59 (7.8% wasted)
ANI iconInstall with size 130x91 (28.9% wasted)
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ANI icont-bomber with size 21x35 (45.3% wasted)
ANI Fadeicont-Bomber with size 21x35 (45.3% wasted)
ANI icont-bomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW with size 45x73 (43.0% wasted)
ANI icont-node with size 100x100 (21.9% wasted)
ANI Fadeicont-node with size 100x100 (21.9% wasted)
ANI iconT-transportW with size 83x49 (23.4% wasted)
ANI fadeicont-transportW with size 83x49 (23.4% wasted)
ANI iconT-vette with size 80x31 (3.1% wasted)
ANI fadeiconT-vette with size 80x31 (3.1% wasted)
ANI iconT-gas with size 70x25 (21.9% wasted)
ANI fadeiconT-gas with size 70x25 (21.9% wasted)
ANI iconT-AWAC with size 70x25 (21.9% wasted)
ANI fadeiconT-AWAC with size 70x25 (21.9% wasted)
ANI iconT-super with size 200x67 (47.7% wasted)
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ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI iconT-transport with size 40x23 (28.1% wasted)
ANI fadeIconT-transport with size 40x23 (28.1% wasted)
ANI iconV-fighter with size 30x21 (34.4% wasted)
ANI FadeiconV-fighter with size 30x21 (34.4% wasted)
ANI iconv-fightW with size 63x46 (28.1% wasted)
ANI Fadeiconv-FighterW with size 63x46 (28.1% wasted)
ANI iconv-cargo with size 60x20 (37.5% wasted)
ANI Fadeiconv-Cargo with size 60x20 (37.5% wasted)
ANI iconv-cargoW with size 123x43 (32.8% wasted)
ANI Fadeiconv-CargoW with size 123x43 (32.8% wasted)
ANI iconv-cruiser with size 70x44 (31.3% wasted)
ANI Fadeiconv-cruiser with size 70x44 (31.3% wasted)
ANI iconv-cruiserW with size 144x90 (29.7% wasted)
ANI Fadeiconv-cruiserW with size 144x90 (29.7% wasted)
ANI iconv-cap with size 97x28 (12.5% wasted)
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ANI iconv-freight with size 57x23 (28.1% wasted)
ANI Fadeiconv-Freighter with size 57x23 (28.1% wasted)
ANI iconv-freightc with size 60x31 (3.1% wasted)
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ANI iconv-freighterw with size 117x49 (23.4% wasted)
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ANI iconv-freightercw with size 123x65 (49.2% wasted)
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ANI iconv-bomber with size 34x42 (34.4% wasted)
ANI Fadeiconv-Bomber with size 34x42 (34.4% wasted)
ANI iconv-bomberW with size 71x82 (35.9% wasted)
ANI Fadeiconv-BomberW with size 71x82 (35.9% wasted)
ANI iconV-AWAC with size 65x43 (32.8% wasted)
ANI fadeiconV-AWAC with size 65x43 (32.8% wasted)
ANI iconV-gun with size 20x23 (28.1% wasted)
ANI fadeiconV-gun with size 20x23 (28.1% wasted)
ANI iconS-fighter with size 25x23 (28.1% wasted)
ANI icons-fighterW with size 59x40 (37.5% wasted)
ANI Fadeicons-FighterW with size 59x40 (37.5% wasted)
ANI icons-cargo with size 20x19 (40.6% wasted)
ANI Fadeicons-Cargo with size 20x19 (40.6% wasted)
ANI icons-cargoW with size 43x41 (35.9% wasted)
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ANI icons-cruiser with size 70x28 (12.5% wasted)
ANI Fadeicons-cruiser with size 70x28 (12.5% wasted)
ANI icons-cruiserW with size 143x54 (15.6% wasted)
ANI Fadeicons-cruiserW with size 143x54 (15.6% wasted)
ANI icons-cap with size 97x29 (9.4% wasted)
ANI Fadeicons-Cap with size 97x29 (9.4% wasted)
ANI icons-freightc with size 60x43 (32.8% wasted)
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ANI icons-freighterw with size 119x67 (47.7% wasted)
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ANI icons-bomber with size 34x36 (43.8% wasted)
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ANI icons-bomberW with size 71x75 (41.4% wasted)
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ANI iconS-transportW with size 83x43 (32.8% wasted)
ANI fadeiconS-transportW with size 83x43 (32.8% wasted)
ANI iconS-gas with size 35x70 (45.3% wasted)
ANI fadeiconS-gas with size 35x70 (45.3% wasted)
ANI iconS-super with size 200x89 (30.5% wasted)
ANI fadeiconS-super with size 200x89 (30.5% wasted)
ANI iconS-gun with size 11x20 (37.5% wasted)
ANI fadeiconS-gun with size 11x20 (37.5% wasted)
ANI iconS-transport with size 40x22 (31.3% wasted)
ANI fadeIconS-transport with size 40x22 (31.3% wasted)
Current soundtrack set to -1 in event_music_reset_choices
Adding default sun.
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Freeing all existing models...
Error reading registry key 'RegisteredOwner'
Freeing all existing models...
Current soundtrack set to -1 in event_music_reset_choices
Loading palette gamepalette1-01
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0xff2c319c -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ... a total of 200 is now available (5 in-use).
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Resetting dynamic tree node limit from 0 to 0...
Freeing all existing models...
Error reading registry key 'RegisteredOwner'
Freeing all existing models...
Current soundtrack set to -1 in event_music_reset_choices
Loading palette gamepalette1-01
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Damn. Can you post the crashing mission or PM it to me? I need to do some live dissection of the running program to fix this.
-
Through stripping lines of code and seeing what made FRED crash, I found that it was the following bit of code that caused it to crash:
$Formula: ( when
( key-pressed "\" )
( do-nothing )
)
+Name: DIR Engines
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective: XSTR("Activate Engines", -1)
+Objective key: XSTR("Press \", -1)
+Team: 0
Any idea why?
EDIT: The purpose of the above code is that I have a directive that tells the player to press [\] and when it is pressed, it completes the directive.
-
No. Which is why you should send me the mission.
Although I might have an idea.
-
Here ya go.
[attachment deleted by admin]
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Okay, the issue is the "\" character. Using it means that the code will interpret it as the start of a so-called escape sequence (which are used to render non-printable characters in a printable format, for example "\n" is a newline). I assume you mean the "Full throttle" button here; in order to display the key the user has actually mapped to that particular control, you need to change the message to "Press $\$".
-
Alright, so where exactly is it having the issue? Is it in the Directive Text Fields or in the Event itself where I select the key from the list of buttons?
-
The issue is the combination \"
That's something that can't be parsed safely, as the engine will get confused a bit where the string it is passing actually ends. So, change all uses of \ to $\$, and you're fine.
-
Actually I believe you should only use it in the directive field, not the event itself. The event itself should automatically do something like that.
So try just doing it in the directive field.
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Yeah, the problem is the directive text, and possibly the messages. The actual sexp is fine.
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Yup, works like a wonder now. :) Thanks!