Monty_Droppings Posted July 19, 2014 Share Posted July 19, 2014 scripts/worldgen_main.lua(600,1) Generation complete WorldSim::SimThread::Main() completescripts/gamelogic.lua(148,1) Unload FE scripts/gamelogic.lua(150,1) Unload FE done scripts/dlcsupport.lua(24,1) Load scripts/DLC001_prefab_files scripts/mods.lua(269,1) Mod: workshop-170030148 (Display Food Values) Registering prefabs scripts/mods.lua(292,1) Mod: workshop-170030148 (Display Food Values) Registering default mod prefab scripts/mods.lua(269,1) Mod: workshop-180843799 (Always On Status) Registering prefabs scripts/mods.lua(292,1) Mod: workshop-180843799 (Always On Status) Registering default mod prefab scripts/mods.lua(269,1) Mod: workshop-171012126 (WolfgangClassic) Registering prefabs scripts/mods.lua(275,1) Mod: workshop-171012126 (WolfgangClassic) Registering prefab file: prefabs/wolfgang scripts/mods.lua(279,1) Mod: workshop-171012126 (WolfgangClassic) wolfgang scripts/mods.lua(292,1) Mod: workshop-171012126 (WolfgangClassic) Registering default mod prefab scripts/mods.lua(269,1) Mod: Wei (Wendeline) Registering prefabs scripts/mods.lua(275,1) Mod: Wei (Wendeline) Registering prefab file: prefabs/wei scripts/mods.lua(279,1) Mod: Wei (Wendeline) wei scripts/mods.lua(275,1) Mod: Wei (Wendeline) Registering prefab file: prefabs/panfluteWYN scripts/mods.lua(279,1) Mod: Wei (Wendeline) panfluteWYN scripts/mods.lua(292,1) Mod: Wei (Wendeline) Registering default mod prefab scripts/gamelogic.lua(164,1) LOAD BE ..\source\animlib\animmanager.cpp(401) :: Tried to add build [pan_flute] from file [anim/pan_flute.zip] but we've already added a build with that name! The world generated successfully. I am assuming the red part is the important part. I must have added the item wrong, it is an infinite use panflute. http://www.mediafire.com/download/q05zkcds8sbtqxf/Wei.zip It is my first time adding an character item. I think I got it mostly right, but you know coding, it can be 99% right, but oh, that 1%..... Thanks in advance,Monty scripts/worldgen_main.lua(600,1) Generation complete WorldSim::SimThread::Main() completescripts/gamelogic.lua(148,1) Unload FE scripts/gamelogic.lua(150,1) Unload FE done scripts/dlcsupport.lua(24,1) Load scripts/DLC001_prefab_files scripts/mods.lua(269,1) Mod: workshop-170030148 (Display Food Values) Registering prefabs scripts/mods.lua(292,1) Mod: workshop-170030148 (Display Food Values) Registering default mod prefab scripts/mods.lua(269,1) Mod: workshop-180843799 (Always On Status) Registering prefabs scripts/mods.lua(292,1) Mod: workshop-180843799 (Always On Status) Registering default mod prefab scripts/mods.lua(269,1) Mod: workshop-171012126 (WolfgangClassic) Registering prefabs scripts/mods.lua(275,1) Mod: workshop-171012126 (WolfgangClassic) Registering prefab file: prefabs/wolfgang scripts/mods.lua(279,1) Mod: workshop-171012126 (WolfgangClassic) wolfgang scripts/mods.lua(292,1) Mod: workshop-171012126 (WolfgangClassic) Registering default mod prefab scripts/mods.lua(269,1) Mod: Wei (Wendeline) Registering prefabs scripts/mods.lua(275,1) Mod: Wei (Wendeline) Registering prefab file: prefabs/wei scripts/mods.lua(279,1) Mod: Wei (Wendeline) wei scripts/mods.lua(275,1) Mod: Wei (Wendeline) Registering prefab file: prefabs/panfluteWYN scripts/mods.lua(279,1) Mod: Wei (Wendeline) panfluteWYN scripts/mods.lua(292,1) Mod: Wei (Wendeline) Registering default mod prefab scripts/gamelogic.lua(164,1) LOAD BE ..\source\animlib\animmanager.cpp(401) :: Tried to add build [pan_flute] from file [anim/pan_flute.zip] but we've already added a build with that name! The world generated successfully. I am assuming the red part is the important part. I must have added the item wrong, it is an infinite use panflute. http://www.mediafire.com/download/q05zkcds8sbtqxf/Wei.zip It is my first time adding an character item. I think I got it mostly right, but you know coding, it can be 99% right, but oh, that 1%..... Thanks in advance,Monty EDIT: see post #5 for the current problem Link to comment Share on other sites More sharing options...
Mobbstar Posted July 19, 2014 Share Posted July 19, 2014 If your anim/pan_flute is the same as in the base game, delete yours. Else, rename it (along with the build, using matts build renamer for example). Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 19, 2014 Author Share Posted July 19, 2014 If your anim/pan_flute is the same as in the base game, delete yours. Else, rename it (along with the build, using matts build renamer for example).If I delete it, will it not have an animation anymore? I downloaded the build renamer, am I just renaming the build.bin file here or something else? EDIT: It is the same animation as in the base game. If I delete it, will it use the base game animation or will it just lack an animation? Link to comment Share on other sites More sharing options...
Mobbstar Posted July 19, 2014 Share Posted July 19, 2014 If I delete it, will it not have an animation anymore? I downloaded the build renamer, am I just renaming the build.bin file here or something else? EDIT: It is the same animation as in the base game. If I delete it, will it use the base game animation or will it just lack an animation? Any animation you put in your mod gets added to the base game animations on load. The crash happens because you try to add what is already there. If you remove the anim from your mod, it should work. Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 19, 2014 Author Share Posted July 19, 2014 I renamed the build, which fixed the previous issue, However the item still does not show up.scripts/mainfunctions.lua(121,1) Can't find prefab panflutewyn HttpClientWriteCallback (0x0046D5BF, 1, 16, 0x0701FBA4)HttpClientWriteCallback READ 16 (16 total)QueryServerComplete no callback../mods/Wei/images/saveslot_portraits/wei.tex is 120x104 but compressed textures must have power of 2 dimensions.../mods/Wei/images/selectscreen_portraits/wei.tex is 188x284 but compressed textures must have power of 2 dimensions.../mods/Wei/images/selectscreen_portraits/wei_silho.tex is 188x284 but compressed textures must have power of 2 dimensions.scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100053 - resurrectionstone used:nil active:nil scripts/saveindex.lua(420,1) DeregisterResurrector scripts/saveindex.lua(436,1) DeregisterResurrector scripts/components/resurrector.lua(42,1) Resurrector:OnSave 100054 - resurrectionstone used:nil active:nil scripts/saveindex.lua(420,1) DeregisterResurrector scripts/saveindex.lua(436,1) DeregisterResurrector scripts/mods.lua(304,1) unloading prefabs for mod MOD_workshop-170030148 scripts/mods.lua(304,1) unloading prefabs for mod MOD_workshop-180843799 scripts/mods.lua(304,1) unloading prefabs for mod MOD_workshop-171012126 scripts/mods.lua(304,1) unloading prefabs for mod MOD_Wei scripts/mainfunctions.lua(582,1) Saved survival_5 Collecting garbage...lua_gc took 0.05 secondsI just double checked, I declared panfluteWYN.lua as an asset in my modmain, so I am kinda confused. Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 19, 2014 Author Share Posted July 19, 2014 updated the original file. Link to comment Share on other sites More sharing options...
Mobbstar Posted July 19, 2014 Share Posted July 19, 2014 I just double checked, I declared panfluteWYN.lua as an asset in my modmain, so I am kinda confused.You need to declare it as an prefab file, assets are only textures. At least in Don't Starve Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 19, 2014 Author Share Posted July 19, 2014 You need to declare it as an prefab file, assets are only textures. At least in Don't Starve I think I already did though:PrefabFiles = { "wei", "panfluteWYN"} Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 19, 2014 Author Share Posted July 19, 2014 Updated the downloadlink Still the same error. Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 19, 2014 Author Share Posted July 19, 2014 GLOBAL.STRINGS.NAMES.panfluteWYN = "Wyn's Panflute"GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.panfluteWYN = "Plays Music. FOREVER."PrefabFiles = { "wei", "panfluteWYN"}Assets = { Asset( "IMAGE", "images/saveslot_portraits/wei.tex" ), Asset( "ATLAS", "images/saveslot_portraits/wei.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wei.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wei.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wei_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wei_silho.xml" ), Asset( "IMAGE", "bigportraits/wei.tex" ), Asset( "ATLAS", "bigportraits/wei.xml" ), Asset("IMAGE", "images/wei.tex"), Asset("ATLAS", "images/wei.xml"), Asset("ANIM", "anim/panfluteWYN.zip"), Asset("ATLAS", "images/inventoryimages/panfluteWYN.xml")}AddMinimapAtlas("images/wei.xml")local STRINGS = GLOBAL.STRINGSlocal require = GLOBAL.requireGLOBAL.STRINGS.CHARACTERS.WEI = require "speech_wei"local function ModMaxwellIntro(inst) if GLOBAL.GetPlayer().prefab == "wei" then inst.components.maxwelltalker.speeches.SANDBOX_1 = { appearsound = "dontstarve/maxwell/disappear", voice = "dontstarve/maxwell/talk_LP", appearanim = "appear", idleanim= "idle", dialogpreanim = "dialog_pre", dialoganim="dial_loop", dialogpostanim = "dialog_pst", disappearanim = "disappear", disableplayer = true, skippable = true, { string = "Are you lost Little Girl? \n You should pay me a visit", wait = 3, anim = nil, sound = nil, }, { string = "Let's see you survive the night first!", wait = 3, anim = nil, sound = nil, }, } endend AddPrefabPostInit("maxwellintro", ModMaxwellIntro)local function MakeGood(inst) if inst and inst.components then if not inst.components.sanityaura then inst:AddComponent("sanityaura") end inst.components.sanityaura.aura = GLOBAL.TUNING.SANITYAURA_TINY endend AddPrefabPostInit("flower", MakeGood)local function MakeVeryGood(inst) if inst and inst.components then if not inst.components.sanityaura then inst:AddComponent("sanityaura") end inst.components.sanityaura.aura = GLOBAL.TUNING.SANITYAURA_MED endend AddPrefabPostInit( "butterfly", MakeVeryGood)local function AoSFix(inst) inst:AddComponent("switch") end for _, moddir in ipairs(GLOBAL.KnownModIndex:GetModsToLoad()) do if GLOBAL.KnownModIndex:GetModInfo(moddir).name == "Always On Status" then AddPrefabPostInit("wei", AoSFix) end end -- strings! Any "wod" below would have to be replaced by the prefab name of your character.-- The character select screen lines-- note: these are lower-case character nameGLOBAL.STRINGS.CHARACTER_TITLES.wei = "The Little One"GLOBAL.STRINGS.CHARACTER_NAMES.wei = "Wei" -- Note! This line is especially important as some parts of the game require -- the character to have a valid name.GLOBAL.STRINGS.CHARACTER_DESCRIPTIONS.wei = "*Easily frightened\n*Loves Flowers\n* Doesn't eat much \n* Quick hands, Nimble Feet"GLOBAL.STRINGS.CHARACTER_QUOTES.wei = "\"Smaller, Faster, Lighter\""-- Let the game know wod is a male, for proper pronouns during the end-game sequence.-- Possible genders here are MALE, FEMALE, or ROBOTtable.insert(GLOBAL.CHARACTER_GENDERS.FEMALE, "wei")AddModCharacter("wei")This is my modmain.lua Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 19, 2014 Author Share Posted July 19, 2014 local assets={ Asset("ANIM", "anim/panfluteWYN.zip"), Asset("ATLAS", "images/inventoryimages/panfluteWYN.xml")}local function onfinished(inst) inst:Remove()endlocal function HearPanFlute(inst, musician, instrument) if inst.components.sleeper then inst.components.sleeper:AddSleepiness(10, TUNING.PANFLUTE_SLEEPTIME, inst) endendlocal function fn(Sim) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst:AddTag("flute") inst.AnimState:SetBank("pan_flute") inst.AnimState:SetBuild("pan_flute") inst.AnimState:PlayAnimation("idle") MakeInventoryPhysics(inst) inst:AddComponent("inspectable") inst:AddComponent("instrument") inst.components.instrument.range = TUNING.PANFLUTE_SLEEPRANGE inst.components.instrument:SetOnHeardFn(HearPanFlute) inst:AddComponent("tool") inst.components.tool:SetAction(ACTIONS.PLAY) inst:AddComponent("infiniteuses") inst:AddTag("irreplaceable") inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("wei") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/panfluteWYN.xml" return instendreturn Prefab( "common/inventory/panfluteWYN", fn, assets) This is my panfluteWYN.lua Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 20, 2014 Author Share Posted July 20, 2014 <Atlas><Texture filename="panfluteWYN.tex" /> <Elements><Element name="panfluteWYN.tex" u1="0" u2="1" v1="0" v2="1" /></Elements></Atlas> This is the panfluteWYN.xml if this helps for some reason Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 22, 2014 Author Share Posted July 22, 2014 local MakePlayerCharacter = require "prefabs/player_common"local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ), -- Don't forget to include your character's custom assets! Asset( "ANIM", "anim/wei.zip" ),}local prefabs = {}local start_inv = { "bushhat", "butterfly", "butterfly", "butterfly", "butterfly", "butterfly", "panfluteWYN", }local fn = function(inst) -- choose which sounds this character will play inst.soundsname = "winnie" -- a minimap icon must be specified inst.entity:AddMiniMapEntity() inst.MiniMapEntity:SetIcon("wei.tex") -- todo: Add an example special power here. inst.components.sanity:SetMax(TUNING.WILSON_SANITY*.3) inst.components.health.maxhealth = 45 inst.components.hunger:SetMax(TUNING.WILSON_HUNGER * .266666666666666666666666666666666666666666666666666666666666666666666 ) inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.35) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.35) inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE*.25) inst.components.sanity.night_drain_mult = 1.20 inst.components.sanity.neg_aura_mult = 1.35 inst.components.builder.ingredientmod = TUNING.GREENAMULET_INGREDIENTMOD local handle = inst.sg.sg.actionhandlers[ACTIONS.PICK]handle.deststate = function(inst) return "doshortaction" end inst.components.locomotor:SetTriggersCreep(false) inst.components.combat.damagemultiplier = .75 endSTRINGS.CHARACTERS.WEI= require "speech_wei"return MakePlayerCharacter("wei", prefabs, assets, fn, start_inv)Thats my character.lua if that somehow makes a difference. Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 24, 2014 Author Share Posted July 24, 2014 If anyone needs any additional information (I don't know what else I could possibly give), Just ask and I'll give it to you. Link to comment Share on other sites More sharing options...
plaidman Posted July 29, 2014 Share Posted July 29, 2014 Hey Monty, I took a look at your mod. It seems to dislike the capitals "WYN" in your file names. I changed the file names and references to lowercase panflutewyn and they are working. Link to comment Share on other sites More sharing options...
Monty_Droppings Posted July 29, 2014 Author Share Posted July 29, 2014 Hey Monty, I took a look at your mod. It seems to dislike the capitals "WYN" in your file names. I changed the file names and references to lowercase panflutewyn and they are working.Wow. That is almost too pathetically simple. It was my first thought, but I then thought "no way, that would be too simple." Just Wow. Thanks for taking a look at it. Link to comment Share on other sites More sharing options...
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