Jump to content

Recommended Posts

 That's the one I was looking at that didn't work :-).

Damn me. But now that I have a PC I could find the right post.

Sure thing sir, here you go.

It's not the version that has the PerformBufferedAction part working but that shouldn't be needed for spacebar activation as far as I can see.

Hello again,

 

I'm trying to apply the things I learned from the hat integration to a larger looking backpack. I got fairly far with a bit of trial and error to figure out the frame indices / scml structure of the backpack symbol.

The one thing I don't quite understand is how to get the backback to appear behind the character when he is facing forward. Right now all my backpack frames are displayed on top of the character. I suspect it has to do with the fact that the backpack prefab also replaces the swap_body symbol: replaces the swap_body symbol twice?

local function onequip(inst, owner)     owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "backpack")    owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "swap_body")

But I'm not quite sure how it's achieved.

 

Any insight would be appreciated. Or an upload of the backpack scml files :razz: Whichever is less work for you.

Edited by mentalvary
  • Developer

Hello again,

 

I'm trying to apply the things I learned from the hat integration to a larger looking backpack. I got fairly far with a bit of trial and error to figure out the frame indices / scml structure of the backpack symbol.

The one thing I don't quite understand is how to get the backback to appear behind the character when he is facing forward. Right now all my backpack frames are displayed on top of the character. I suspect it has to do with the fact that the backpack prefab also replaces the swap_body symbol: replaces the swap_body symbol twice?

local function onequip(inst, owner)     owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "backpack")    owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "swap_body")

But I'm not quite sure how it's achieved.

 

Any insight would be appreciated. Or an upload of the backpack scml files :razz: Whichever is less work for you.

I'll look into uploading the backpack and other things :).

  • Like 1
  • Developer

Hello again,

 

I'm trying to apply the things I learned from the hat integration to a larger looking backpack. I got fairly far with a bit of trial and error to figure out the frame indices / scml structure of the backpack symbol.

The one thing I don't quite understand is how to get the backback to appear behind the character when he is facing forward. Right now all my backpack frames are displayed on top of the character. I suspect it has to do with the fact that the backpack prefab also replaces the swap_body symbol: replaces the swap_body symbol twice?

local function onequip(inst, owner)     owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "backpack")    owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "swap_body")

But I'm not quite sure how it's achieved.

 

Any insight would be appreciated. Or an upload of the backpack scml files :razz: Whichever is less work for you.

So the backpack will need a small tweak to the Spriter exporter which will have to wait till the port to Mac and Linux is done.

So the backpack will need a small tweak to the Spriter exporter which will have to wait till the port to Mac and Linux is done.

Speaking of which, what will be done regarding TEX creation? Porting TextureConverter or embedding ktech?

  • Developer

Sorry to bother you, but I would really like your opinion/advise on this problem. If you've already seen it then sorry for bothering you (again, I guess...)

Let me talk to our world gen guy about this but I don't think I have a solution for you.

Let me talk to our world gen guy about this but I don't think I have a solution for you.

Oh, that's sad... Thank you anyways ^^

I think I'll try to convert the static_layout into a list of prefabs with positions and spawn a single prefab that's using this list to spawn all the prefabs. I might have even seen a function like that in "static_layout.lua"...

@Cheerio

In Wall Gates mod I had strings for items, but only generic strings like:

STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_WOOD = "Open, Sesame!"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_STONE = "Open, Sesame!"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_RUINS = "Open, Sesame!"

It was working for all characters, but now when you don't provide strings for all characters like this:

STRINGS.CHARACTERS.WENDY.DESCRIBE.MECH_RUINS = "Open, Sesame!"STRINGS.CHARACTERS.WICKERBOTTOM.DESCRIBE.MECH_RUINS = "Open, Sesame!"STRINGS.CHARACTERS.WILLOW.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WOLFGANG.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WX78.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WAXWELL.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WOODIE.DESCRIBE.MECH_HAY = "Open, Sesame!"

game crashes with error (if you examine gate wall with other character than Wilson):

	    ...mapps/common/dont_starve/data/scripts/stringutil.lua:99: attempt to concatenate local 'ret' (a nil value)    LUA ERROR stack traceback:            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stringutil.lua(99,1) in function 'GetDescription'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/inspectable.lua(59,1) in function 'GetDescription'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/actions.lua(225,1) in function 'fn'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/bufferedaction.lua(19,1) in function 'Do'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua(848,1) in function 'PushBufferedAction'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/locomotor.lua(213,1) in function 'PushAction'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(1016,1) in function 'DoAction'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(1056,1) in function 'OnLeftClick'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(68,1) in function 'OnControl'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(14,1) in function 'fn'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/events.lua(46,1) in function 'HandleEvent'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(140,1) in function 'OnControl'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(312,1)    scripts/frontend.lua(707,1) SCRIPT ERROR! Showing error screen

It's a bug or now we have to provide strings for all characters?

 

@ Kevin

Since I had no luck with Cheerio and saw DS updated just now, but still no fix for this.

Edited by _Q_

@_Q_ Looks like you're right to me

    if not ret and STRINGS.CHARACTERS[character] then        ret = getcharacterstring(STRINGS.CHARACTERS[character].DESCRIBE, itemname, modifier)        if item and item.components.repairable and item.components.repairable:NeedsRepairs() then            ret = ret..getcharacterstring(STRINGS.CHARACTERS[character], "ANNOUNCE_CANFIX", modifier)   <--- Line 99        end    end

For repairable items there doesn't seem to be a check for an existing non-generic string before attaching the repair-string. If the string doesn't exist then getcharacterstring will return nil and then it will try to concatenate it with the repair string. It doesn't seem to be your mistake. You can either add all the strings or modify the function (it's global) until it get's fixed.

Or wait for a more clever answer from someone else  ; )

Or wait for a more clever answer from someone else  ; )

It's a game bug, the clever thing would be for Klei to fix it ;P.

If you ask for "clever answers" I won't be able to keep myself from whining about how I think the whole string selection subsystem should be rewritten, since it's quite inflexible and ugly; in particular, you can't get things like random selection of strings from a table interplay with entity status. I find it to be quite a mess, since it branches out on 'if' checks and duplicates code (though often just partially) in each case. It'd work much more smoothly if things like statuses and checks like the repair one you quoted just caused the functions to recurse themselves by passing subtables in a generic, robust and clean way. Buuut I digress.

  • Like 1

It's a game bug, the clever thing would be for Klei to fix it ;P.

If you ask for "clever answers" I won't be able to keep myself from whining about how I think the whole string selection subsystem should be rewritten, since it's quite inflexible and ugly; in particular, you can't get things like random selection of strings from a table interplay with entity status. I find it to be quite a mess, since it branches out on 'if' checks and duplicates code (though often just partially) in each case. It'd work much more smoothly if things like statuses and checks like the repair one you quoted just caused the functions to recurse themselves by passing subtables in a generic, robust and clean way. Buuut I digress.

Every time I start modding something, game system files related to that thing are bugged or have all local variables I need to change.

C'mon Cheerio, you can't just disappear like that.. Everyone's worried now ; )

Give us a life sign..

This forum must be cursed. First Ipsquiggle, now Cheerio... something lurks in the darkness, hunting the reds who dare come to this land.

  • Like 1

I have a dilemma, it's about trying to make a experience minimum for unlocking a character. I don't understand what is wrong and the download to the mod I'm talking about is in another thread.

 

Here, in fact.

http://forums.kleientertainment.com/topic/30796-revamp-coraline-mod-character-select-problems/

I am having an issue with my mod, and I can't seem to figure out what is wrong with it. Could you please take a look? I would really appreciate it man. http://forums.kleientertainment.com/topic/30926-mod-crashes-whenever-i-enable-it-cant-see-the-problem/

I am having an issue with my mod, and I can't seem to figure out what is wrong with it. Could you please take a look? I would really appreciate it man. http://forums.kleientertainment.com/topic/30926-mod-crashes-whenever-i-enable-it-cant-see-the-problem/

Nevermind I figure some schtuff out. =D

Hello, I am having an issue with my mod. I have created a translation mod for Don't Starve to Spanish. Now, I have a problem with the latest update today. Some spanish symbols and letters such as accents and Ñ doesn't appear in the game. Also, the game closes unexpectedly when you press the play botton. No error message is displayed. That did not happen before the latest update today on Steam. 

 

Could you please take a look? I would really appreciate it.

 

http://forums.kleientertainment.com/files/file/296-traducci%C3%B3n-al-espa%C3%B1ol-100-traducido/

 

Thank you so much.

Hello, I am having an issue with my mod. I have created a translation mod for Don't Starve to Spanish. Now, I have a problem with the latest update today. Some spanish symbols and letters such as accents and Ñ doesn't appear in the game. Also, the game closes unexpectedly when you press the play botton. No error message is displayed. That did not happen before the latest update today on Steam. 

 

Could you please take a look? I would really appreciate it.

 

http://forums.kleientertainment.com/files/file/296-traducci%C3%B3n-al-espa%C3%B1ol-100-traducido/

 

Thank you so much.

@Nohemi this should be fixed now: http://forums.kleientertainment.com/topic/31849-dont-starve-update-notes-feb-26-2014/#entry419646

@Nohemi No problem, thank you for reporting it when you found the issue, it allowed us to track that issue down. 

 

@Cheerio

In Wall Gates mod I had strings for items, but only generic strings like:

STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_WOOD = "Open, Sesame!"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_STONE = "Open, Sesame!"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MECH_RUINS = "Open, Sesame!"

It was working for all characters, but now when you don't provide strings for all characters like this:

STRINGS.CHARACTERS.WENDY.DESCRIBE.MECH_RUINS = "Open, Sesame!"STRINGS.CHARACTERS.WICKERBOTTOM.DESCRIBE.MECH_RUINS = "Open, Sesame!"STRINGS.CHARACTERS.WILLOW.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WOLFGANG.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WX78.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WAXWELL.DESCRIBE.MECH_HAY = "Open, Sesame!"STRINGS.CHARACTERS.WOODIE.DESCRIBE.MECH_HAY = "Open, Sesame!"

game crashes with error (if you examine gate wall with other character than Wilson):

	    ...mapps/common/dont_starve/data/scripts/stringutil.lua:99: attempt to concatenate local 'ret' (a nil value)    LUA ERROR stack traceback:            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/stringutil.lua(99,1) in function 'GetDescription'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/inspectable.lua(59,1) in function 'GetDescription'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/actions.lua(225,1) in function 'fn'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/bufferedaction.lua(19,1) in function 'Do'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua(848,1) in function 'PushBufferedAction'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/locomotor.lua(213,1) in function 'PushAction'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(1016,1) in function 'DoAction'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(1056,1) in function 'OnLeftClick'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(68,1) in function 'OnControl'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/components/playercontroller.lua(14,1) in function 'fn'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/events.lua(46,1) in function 'HandleEvent'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(140,1) in function 'OnControl'            C:/Program Files/Steam/steamapps/common/dont_starve/data/scripts/input.lua(312,1)    scripts/frontend.lua(707,1) SCRIPT ERROR! Showing error screen

It's a bug or now we have to provide strings for all characters?

 

@ Kevin

Since I had no luck with Cheerio and saw DS updated just now, but still no fix for this.

Did you fix that bug also?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...