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It seems you're running a previous version of the game

 

I am?!? Isn't 9.0.21022.8 the latest? I'll have to run the update again then.

 

Modutil and log attached (from ...datascripts. Couldn't find any in ...modssnailkingscriptssnailkingwicker).

Had to change extension to .txt so i could attach them.

 

EDIT:


It can wait till tomorrow though, simplex, if you're busy!

 


modutil.txt

log.txt

Edited by lifemare

I am?!? Isn't 9.0.21022.8 the latest? I'll have to run the update again then. Modutil and log attached (from ...datascripts. Couldn't find any in ...modssnailkingscriptssnailkingwicker).Had to change extension to .txt so i could attach them.

"9.0.21022.8"? I don't know what versioning convention is that. I'm running revision 84120, from 2 days ago.But yes, I was talking about the game's modutil.lua in data/scripts. But by log.txt I meant Documents/Klei/DoNotStarve/log.txt, not prefabs/log.lua! xDAnyway, I'd still like to see the log, but here's the fixed version. The cause of this is so dumb that if it weren't awfully technical I'd love explaining it :razz:. In short, what's triggering the crash is the game's attempt to print the mod's name in the log.

Snail_King.zip

Edited by simplex

Yup was on 83742. Sorry about that, got that version number from the updater manifest.

Already updated! 

Glad you could fix it so easily! Going to test the latest build right now!

 

Lol, the fact that the log was lua should've raised a flag! :oops: Didn't think to look in the Documents.

Here you go:

log.txt

Yup was on 83742. Sorry about that, got that version number from the updater manifest.Already updated! Glad you could fix it so easily! Going to test the latest build right now! Lol, the fact that the log was lua should've raised a flag! :oops: Didn't think to look in the Documents.Here you go:

Yeah, what you gave me was the script for the log prefab (as in wood log, the one you get from chopping trees) xD.But that log is no good anymore. It gets overwritten every time you run the game. And since you ran it after the crash...Nevertheless, the cause is quite clear even without it. And it was easy to fix because it was quite simple. I'll try to explain it.Basically, I'm calling a function from the mod API, and the game was trying to print something on the lines of "this mod is calling this function". To do that, it peeks back to see which function called the API function, to get its "environment" and, within it, the mod's name. However, I was calling the API function through a tail call, which basically glues the two functions together, making that info inaccessible.

Whoops.

Sorry, simplex, seems your work isn't done yet... :(

Something is wrong. The mod is loading the snailking build, it should be loading the snailking_shaved build.

Changing the build option in rc.lua doesn't work anymore apparently...

 

Let's recap to make sure we're on the same page:

● I'm working on 3 states:

  • [*]"hair growth pre" and "hair growth" are the first to load once the SK is killed and they use the "beefalo_shaved" build (which is the only build that has the relevant growth sprites). [*] "death" is the last state and it can use any beefalo build (should i use the normal beefalo build when i start with that?)

● My current test tex is therefor of a shaved atlas

● Replacing the tex in the snailking build results in broken anims and missing sprites of course, since it's looking for sprites in a different layout.

● Replacing the tex in snailking_death build and changing the rc.lua option (or not) will still load a normal beefalo build (did you deactivate this option?).

Edited by lifemare

Yeah, what you gave me was the script for the log prefab (as in wood log, the one you get from chopping trees) xD.

 

LMAO!!!! 

Nevertheless, the cause is quite clear even without it. And it was easy to fix because it was quite simple. I'll try to explain it.Basically, I'm calling a function from the mod API, and the game was trying to print something on the lines of "this mod is calling this function". To do that, it peeks back to see which function called the API function, to get its "environment" and, within it, the mod's name. However, I was calling the API function through a tail call, which basically glues the two functions together, making that info inaccessible.

 

I can't really make heads or tails of that, but i'm sure it's funny :p

Changing the build option in rc.lua doesn't work anymore apparently...

 

Nevermind!!!

PEBCAC

 

just removed the "--", didn't notice the option was for "snailking_build" and had to change it to "snailking_death_build"

 

What's wrong with me today? I need to stay away from the slime for a while!...

Edited by lifemare

Nope. Still not loading the shaved atlas.

I need to clear my head and return to this later, i'm probably the one doing something wrong here :fatigue:

 

Posted Image

 

Though, i've checked twice, and the snailking_death build has the correct atlas i was working on with the previous mod. Rc.lua has the correct line i believe. :baffled:

--- I don't think there's any point changing this anymore.----]]SNAILKING_BUILD = "snailking_death_build"

PS: sorry for the spam.

Edited by lifemare

@lifemareOh, I guess we weren't on the same page! At first, I thought those missing sprites were just an indication of work in progress. But I was finding them quite strange by now, given your screenshots.The SNAILKING_BUILD option remains functional, but to give it another build it must exist. The two builds bundled with the mod are snailking_build (based on the regular Beefalo build) and the snailking_death_build (which if I'm not mistaken is also based on the regular build). If you set SNAILKING_BUILD to "beefalo_shaved_build", for example, the build used will be the actual beefalo shaved build (with the standard atlas, unless you overwrote/overrode that).So what we need to do is just take the beefalo_shaved_build, rename it and then stick the atlas in there, using that as snailking_build.zip. I'll rename it and send it to you (without the atlas-0.tex because I don't think I have the latest atlas, given that you uploaded snailking_death_build.zip, though this may be yet another confusion around here).

Edited by simplex

@lifemareOh, I guess we weren't on the same page! At first, I thought those missing sprites were just an indication of work in progress. But I was finding them quite strange by now, given your screenshots.The SNAILKING_BUILD option remains functional, but to give it another build it must exist. The two builds bundled with the mod are snailking_build (based on the regular Beefalo build) and the snailking_death_build (which if I'm not mistaken is also based on the regular build). If you set SNAILKING_BUILD to "beefalo_shaved_build", for example, the build used will be the actual beefalo shaved build (with the standard atlas, unless you overwrote/overrode that).So what we need to do is just take the beefalo_shaved_build, rename it and then stick the atlas in there, using that as snailking_build.zip. I'll rename it and send it to you (without the atlas-0.tex because I don't think I have the latest atlas, given that you uploaded snailking_death_build.zip, though this may be yet another confusion around here).

 

Damn! I should've thought of that! :embarassed: Not firing on all cylinders yesterday...

Replacing all files in the snailking build with the beefalo_shaved ones is such an obvious thing.

Still, glad we had a chance to get on the same page.

 

I think you have the latest atlas for the normal SK, i've stopped working on it once we decided to do the death anims, and i'll have to return to it once those are finished to modify a few things and do a final sprite alignment test (without the chase anim, which was breaking everything).

But - here (just in case).

 

Here. Put atlas-0.tex in there and replace the snailking_build.zip currently in the anim/ folder of the mod.

 

Thank you.

Hey guys.

Wasn't around yesterday, got a lot of posts to read.

But before that, simplex, here's the complete build for the Snailking.

 

I'm still having a few problems with adapting your mod to different builds for testing (pardon this noob).

 

So i'm sending you the snailking_death02 and snailking builds still in beta state (death02 is untested; snailking needs 1 more test; death01 should be perfect) for you to repackage and have fun with adding sounds and extra goodies as you see fit.

Take your time, open a git repo if you want in the meantime, and i'll retest everything and iron out all the little flaws afterwards.

 

[EDIT= Removed ingame error message. Dumb mistake: the anim build had a typo]

Edited by lifemare

Can I get a video?  I've kinda missed what you guys have been up to...xD

 

Well, welcome back! Lou's missed you too!

I'd be happy to comply, but i've managed to break simplex's mod with all the tests i've been doing lately...

With a little luck, and a little patience, the next video you see, might be of a complete Snailking!

Well, welcome back! Lou's missed you too!

I'd be happy to comply, but i've managed to break simplex's mod with all the tests i've been doing lately...

With a little luck, and a little patience, the next video you see, might be of a complete Snailking!

:D

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