Jump to content

[HALLOWEEN CHALLENGE] (Mod Collab) Waverly, the bewitched


Recommended Posts

Btw, is the current thing ready for playtesters yet?

Well.... yeah, theoretically. But it has very few content and I thought you might want to look into it first. This is a rather small project anyways so if the people involved test it then that should be enough i think.

 

EDIT:Or was that question not posed to me? In that case this post looks kinda dumb  xD

Link to comment
Share on other sites

I can't really playtest, because I share my laptop with my older sister, (she's using it for college) and she's kinda paranoid about what i download. I do know a guy who does playtesting for mods, though.

Okay, give it to whoever you want. Just be sure they know what they're doing, my code has a tendency to do super crazy things when it bugs out  ; )

I'm currently working on the Waverly-Mob who you'll have to fight. I'll give her the same wand but make it so she can spawn multiple monsters at once, otherwise she'd be kind of defenseless cause casting takes some time as of now. What do you think?

Edit: Scrap that, I just noticed a super-bug. Every save of waverly gets corrupted  xD  se what I meant eariler?

Link to comment
Share on other sites

I think some uncommon mobs would be more interesting for being minions. The ones i tought that could work would be franken-pigman/bunnyman, and maybe snowmans.

Sorry, but I don't think bunnymen or snowmen would be something a witch would consider to summon : P

And concerning the franken-creatures that sounds great but currently we're only the two of us and still don't have an artist. So making new mobs is a bit out of reach I think.

 

EDIT: Anyone has a clue why using this item causes the save game to get corrupt?

local assets={    Asset("ANIM", "anim/staffs.zip"),    Asset("ANIM", "anim/swap_staffs.zip"),     Asset("ATLAS", "images/inventoryimages/waverlywand.xml"),    Asset("IMAGE", "images/inventoryimages/waverlywand.tex"),}local prefabs = {    "staffcastfx",}local function fn(colour)    local function OnEquip(inst, owner)         owner.AnimState:OverrideSymbol("swap_object", "swap_staffs", "yellowstaff")        owner.AnimState:Show("ARM_carry")         owner.AnimState:Hide("ARM_normal")     end    local function OnUnequip(inst, owner)         owner.AnimState:Hide("ARM_carry")         owner.AnimState:Show("ARM_normal")     end    local function SpawnMob(inst, target, pos, rep)        local caster = inst.components.inventoryitem.owner        local mob = nil        local random = math.random()        if random < TUNING.WAVERLYWAND_MERM_CHANCE then            mob = SpawnPrefab("merm")            mob.penalty = TUNING.WAVERLYWAND_PENALTY_MERM            mob.components.combat.damagemultiplier = TUNING.WAVERLYWAND_MERM_DAMAGE_MULT        elseif random < TUNING.WAVERLYWAND_HOUND_CHANCE + TUNING.WAVERLYWAND_MERM_CHANCE then            random = math.random()            if random < 0.25 then                    mob = SpawnPrefab("firehound")            elseif random < 0.5 then                    mob = SpawnPrefab("icehound")            else                    mob = SpawnPrefab("hound")            end            mob.penalty = TUNING.WAVERLYWAND_PENALTY_HOUND            mob:AddComponent("sanityaura")            mob.components.sanityaura.aura = -TUNING.SANITYAURA_MED        else            if math.random() < TUNING.WAVERLYWAND_SPIDER_WARRIOR_CHANCE then                mob = SpawnPrefab("spider_warrior")                mob.penalty = TUNING.WAVERLYWAND_PENALTY_SPIDER_WARRIOR            else                mob = SpawnPrefab("spider")                mob.penalty = TUNING.WAVERLYWAND_PENALTY_SPIDER            end            mob.components.locomotor.walkspeed = mob.components.locomotor.walkspeed * 1.2            mob.components.locomotor.runspeed = mob.components.locomotor.runspeed * 1.2            mob:AddComponent("sanityaura")            mob.components.sanityaura.aura = -TUNING.SANITYAURA_SMALL            mob.components.sleeper:SetSleepTest(function() return not GetClock():IsDay() end)        end        GetSeasonManager():DoLightningStrike(pos)        mob.Transform:SetPosition(pos.x, pos.y, pos.z)        mob:AddTag("waverlyfollower")        if caster and caster.components.leader then                mob:AddComponent("follower")                mob.components.follower.maxfollowtime = TUNING.WAVERLYWAND_MAX_FOLLOWTIME                caster.components.leader:AddFollower(mob)                mob.components.follower:AddLoyaltyTime(TUNING.WAVERLYWAND_MAX_FOLLOWTIME)        end        if caster and caster == GetPlayer() then                caster.components.health:RecalculatePenalty()                mob:ListenForEvent("death", function()                     mob:DoTaskInTime(1, function()                        caster.components.health:RecalculatePenalty()                    end)                end)        end        table.insert(inst.mobs, mob)        if caster and caster ~= GetPlayer() and ( not rep or rep > 0 ) then            if not rep then                rep = TUNING.WAVERLYMOB_SPAWNS_PER_CAST            end            pos.x = pos.x + (math.random()*2-1)*TUNING.WAVERLYMOB_SPAWNS_DIST            pos.y = pos.y + (math.random()*2-1)*TUNING.WAVERLYMOB_SPAWNS_DIST            pos.z = pos.z + (math.random()*2-1)*TUNING.WAVERLYMOB_SPAWNS_DIST            SpawnMob(inst, target, pos, rep-1)        end    end    local function CanSpawnMob(inst, caster, target, pos)        local ground = GetWorld()        if ground and pos then                local tile = ground.Map:GetTileAtPoint(pos.x, pos.y, pos.z)                return tile ~= GROUND.IMPASSIBLE and tile < GROUND.UNDERGROUND        end        return false    end    local function OnSave(inst, data)        data.mobs = inst.mobs    end    local function OnLoad(inst, data)        inst.mobs = data.mobs    end    local inst = CreateEntity()    local trans = inst.entity:AddTransform()    local anim = inst.entity:AddAnimState()    local sound = inst.entity:AddSoundEmitter()    MakeInventoryPhysics(inst)        anim:SetBank("staffs")    anim:SetBuild("staffs")    anim:PlayAnimation("yellowstaff")    inst:AddComponent("inspectable")        inst:AddComponent("inventoryitem")    inst.components.inventoryitem.imagename = "waverlywand"    inst.components.inventoryitem.atlasname = "images/inventoryimages/waverlywand.xml"        inst:AddComponent("equippable")    inst.components.equippable:SetOnEquip( OnEquip )    inst.components.equippable:SetOnUnequip( OnUnequip )    inst.fxcolour = {79/255, 26/255, 112/255}    inst.castsound = "dontstarve/common/staffteleport"    inst:AddComponent("spellcaster")    inst.components.spellcaster:SetSpellFn(SpawnMob)    inst.components.spellcaster:SetSpellTestFn(CanSpawnMob)    inst.components.spellcaster.canuseonpoint = true    inst.components.spellcaster.canusefrominventory = false    inst:AddTag("nopunch")        inst.mobs = {}    inst.onsave = OnSave    inst.onload = OnLoad    return instendreturn  Prefab("common/inventory/waverlywand", fn, assets, prefabs)

With this Error message

...amapps/common/dont_starve/data/scripts/saveindex.lua:164: Corrupt Save file [survival_2]LUA ERROR stack traceback:        =[C] in function 'assert'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(164,1)        =[C] in function 'GetPersistentString'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(145,1) in function 'GetSaveData'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(867,1) in function 'DoLoadWorld'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(915,1) in function 'LoadSlot'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(960,1) in function 'DoResetAction'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(991,1) in function 'complete_callback'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(996,1)        =[C] in function 'SetPersistentString'	...        =[C] in function 'GetPersistentString'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(61,1) in function 'Load'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1011,1) in function 'callback'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(327,1) in function 'Set'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(248,1)        =[C] in function 'GetPersistentString'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(246,1) in function 'Load'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1010,1) in main chunk        =[C] in function 'require'        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(572,1)

Link to comment
Share on other sites

(This answer probably won't help much, I have zero coding exp.)

Hmm.. I read the crash log and here are some things I noticed. The first problem in a function that wasn't a part of klei's code was a problem with DoResetAction and he words GetPersistent String popped up a lot. Try looking for clashes/missing code in that part. Or maybe It's a problem with the follower component.

Edit: After we get the main things down, should we get a spell-system going with Waverly? I want the team's opinion on this before we start, though.

Link to comment
Share on other sites

(This answer probably won't help much, I have zero coding exp.)

Hmm.. I read the crash log and here are some things I noticed. The first problem in a function that wasn't a part of klei's code was a problem with DoResetAction and he words GetPersistent String popped up a lot. Try looking for clashes/missing code in that part. Or maybe It's a problem with the follower component.

Edit: After we get the main things down, should we get a spell-system going with Waverly? I want the team's opinion on this before we start, though.

Stil no clue... I'll just need to disable some parts of the mod to see when it starts working again ^^  trail and error

 

Sure we can add a spell system. But I would prefer completing the work as outlined in the OP and when we have a finished product we can still go deeper. But I also didn't think this was going to be much bigger than what the OP says. Because, no offense, I don't like getting to involved in projects that aren't my own.

 

Here's the current version. It includes a mob that looks the same as Waverly (which means like a placeholder at the moment) and will occasionaly retreat to cast her spell. All tuning variables are still up to change. The save-bug is still persistent. Anyone wanna try? I'll need to get some food and do some serious work now  : P

Link to comment
Share on other sites

Here's a thing that would help: Complete a normal survival day (without summoning an ally) and see if you end up with less than top sanity.

alright, I'll report back soon

 

@Malacath

@KidneyBeanBoy

 

sanity decreases at a high rate at all times, leaving you at 1 sanity the arrow is pointing up permanently too

dusk and night do not change how fast sanity decreases from what i can tell 

 

creatures with a naturally negative sanity aura increase sanity (even though the arrow states otherwise, but the numbers don't lie)

Link to comment
Share on other sites

alright, I'll report back soon

 

@Malacath

@KidneyBeanBoy

 

sanity decreases at a high rate at all times, leaving you at 1 sanity the arrow is pointing up permanently too

dusk and night do not change how fast sanity decreases from what i can tell 

Thanks a lot! That was fast ^^

I think I said that I didn't do the finetuning yet. So sanity falls always at the same rate at the moment, I#m just interested in the following: did you really say you had one sanity at the end of the day? The arrow pointing in the wrong firection (which it also does when she gains saintiy) is either an annoying bug or a nice feature to underline her insane nature  ; )

Link to comment
Share on other sites

alright, I'll report back soon

@Malacath

@KidneyBeanBoy

sanity decreases at a high rate at all times, leaving you at 1 sanity the arrow is pointing up permanently too

dusk and night do not change how fast sanity decreases from what i can tell

Hmm. Might need to decrease the sanity loss. I was intending of having 1/4 of your sanity gone by 1 day. I have no quarrels with sanity loss during the night, though. The arrow pointing up at all times thing is odd, but I think we should let that stay until it fixes itself or gets meddling and game-breaky.
Link to comment
Share on other sites

That was fast ^^

I think I said that I didn't do the finetuning yet. So sanity falls always at the same rate at the moment, I#m just interested in the following: did you really say you had one sanity at the end of the day? The arrow pointing in the wrong firection (which it also does when she gains saintiy) is either an annoying bug or a nice feature to underline her insane nature  ; )

fair enough, and yes:

one sanity before dusk even started

sanity falls at a constant rate

the arrow thing was just a note as it was a thing that made me curious

Link to comment
Share on other sites

We definitely need to fix the passive sanity loss. Maybe -5 a minute, if that makes you lose quarter sanity during a full day cycle.

Next thing: test the narcolepsy. It might keep going over and over, since idk if hunger loss applies to her narcolepsy. It might also make her gain sanity, which would make the sanity loss a bit... more palatable.

Link to comment
Share on other sites

fair enough, and yes:

one sanity before dusk even started

sanity falls at a constant rate

the arrow thing was just a note as it was a thing that made me curious

That'S crazy  xD  But it's a simple fix. I've already tried to find a solution to the error problem, but it seems less important to me since it just confuses the player and that seems fitting for a crazy witch. And there's also the more important bug with corrupted save games when using the staff. Did you get that as well, or didn't you try it?

 

We definitely need to fix the passive sanity loss. Maybe -5 a minute, if that makes you lose quarter sanity during a full day cycle.

I'll just go with the TINY tuning variable for now. We'll see how that works out.

Link to comment
Share on other sites

That'S crazy  xD  But it's a simple fix. I've already tried to find a solution to the error problem, but it seems less important to me since it just confuses the player and that seems fitting for a crazy witch. And there's also the more important bug with corrupted save games when using the staff. Did you get that as well, or didn't you try it?

I have yet to try that, is it using the wand as waverly or as another character?

Link to comment
Share on other sites

Just found the error... apparently the game isn't able to save the lua-number "math.huge" which resembles infinity. So I guess you'll get the same error as me.

either way here is the log just in case (had to delete a lot of it as U&A takes up one heckload of space) it looks like I have a different error than the math.huge one, cant find any mention of it

Starting up

Reset() returning

scripts/screens/loadgamescreen.lua(63,1) load become active

scripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillow

Collecting garbage...

lua_gc took 0.02 seconds

~SimLuaProxy()

lua_close took 0.01 seconds

ReleaseAll

ReleaseAll Finished

cGame::StartPlaying

LOADING LUA

DoLuaFile scripts/main.lua

DoLuaFile loading buffer scripts/main.lua

scripts/main.lua(144,1) running main.lua

scripts/modindex.lua(270,1) loaded modindex

scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence.

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modmain.lua

scripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabs

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverly

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverly

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymob

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymob

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywand

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywand

scripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefab

LOADING LUA SUCCESS

scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763

scripts/playerprofile.lua(267,1) loaded profile

scripts/playerprofile.lua(312,1) bloom_enabled true

scripts/saveindex.lua(66,1) loaded saveindex

scripts/gamelogic.lua(995,1) OnFilesLoaded()

scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateComplete

scripts/gamelogic.lua(87,1) Unload FE

scripts/gamelogic.lua(89,1) Unload FE done

scripts/gamelogic.lua(91,1) LOAD BE

scripts/gamelogic.lua(94,1) LOAD BE: done

WorldSim::SimThread::SimThread()

WorldSim::SimThread::SimThread() complete

THREAD - started 'WorldSim' (32308)

WorldSim::SimThread::Main()

DoLuaFile scripts/worldgen_main.lua

DoLuaFile loading buffer scripts/worldgen_main.lua

scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.

Reset() returning

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/worldgen_main.lua(75,1) running worldgen_main.lua

scripts/worldgen_main.lua(77,1) SEED = 1380386060

scripts/worldgen_main.lua(467,1)

#######

#

# Generating Normal Mode Default Level

#

#######

scripts/map/forest_map.lua(212,1) Creating story...

scripts/map/storygen.lua(414,1) LinkNodesByKeys

scripts/map/forest_map.lua(250,1) Baking map... 350

scripts/map/forest_map.lua(275,1) Map Baked!

scripts/map/forest_map.lua(306,1) Encoding...

scripts/map/forest_map.lua(310,1) Encoding... DONE

scripts/map/forest_map.lua(365,1) Checking Tags

scripts/map/forest_map.lua(478,1) Populating voronoi...

scripts/map/object_layout.lua(418,1) Warning! Could not find a spot for DefaultPigking in node Speak to the king:7:PigKingdom

scripts/map/forest_map.lua(619,1) Done forest map gen!

scripts/worldgen_main.lua(243,1) Checking map...

scripts/worldgen_main.lua(587,1) Generation complete

WorldSim::SimThread::Main() complete

MiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )

scripts/gamelogic.lua(364,1) Loading Nav Grid

HttpClientWriteCallback (0x008045F7, 1, 16, 0x06A6F770)

HttpClientWriteCallback READ 16 (16 total)

QueryServerComplete for handle [37] ok, HTTP 200: {"result":"OK"}

scripts/entityscript.lua(262,1) component sanityaura already exists!

scripts/mainfunctions.lua(477,1) Can't find 111466 111466 - butterfly

scripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillow

scripts/mainfunctions.lua(503,1) Saved survival_3

Collecting garbage...

lua_gc took 0.17 seconds

HttpClientWriteCallback (0x008045F7, 1, 16, 0x06A6F770)

HttpClientWriteCallback READ 16 (16 total)

~SimLuaProxy()

Cancelling LuaQueryCallback handle [38]

lua_close took 0.17 seconds

ReleaseAll

ReleaseAll Finished

cGame::StartPlaying

LOADING LUA

DoLuaFile scripts/main.lua

DoLuaFile loading buffer scripts/main.lua

scripts/main.lua(144,1) running main.lua

scripts/modindex.lua(270,1) loaded modindex

scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence.

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modmain.lua

scripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabs

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverly

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverly

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymob

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymob

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywand

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywand

scripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefab

LOADING LUA SUCCESS

scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763

scripts/playerprofile.lua(267,1) loaded profile

scripts/playerprofile.lua(312,1) bloom_enabled true

scripts/saveindex.lua(66,1) loaded saveindex

scripts/gamelogic.lua(995,1) OnFilesLoaded()

scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateComplete

scripts/gamelogic.lua(74,1) Unload BE

scripts/gamelogic.lua(77,1) Unload BE done

scripts/gamelogic.lua(79,1) Load FE

scripts/gamelogic.lua(81,1) Load FE: done

scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.

Reset() returning

QueryServerComplete for non-existent handle [38] ok, HTTP 200: {"result":"OK"}

scripts/screens/loadgamescreen.lua(63,1) load become active

scripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillow

Collecting garbage...

lua_gc took 0.01 seconds

~SimLuaProxy()

lua_close took 0.01 seconds

ReleaseAll

ReleaseAll Finished

cGame::StartPlaying

LOADING LUA

DoLuaFile scripts/main.lua

DoLuaFile loading buffer scripts/main.lua

scripts/main.lua(144,1) running main.lua

scripts/modindex.lua(270,1) loaded modindex

scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence.

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modmain.lua

scripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabs

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverly

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverly

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymob

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymob

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywand

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywand

scripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefab

LOADING LUA SUCCESS

scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763

scripts/playerprofile.lua(267,1) loaded profile

scripts/playerprofile.lua(312,1) bloom_enabled true

scripts/saveindex.lua(66,1) loaded saveindex

scripts/gamelogic.lua(995,1) OnFilesLoaded()

scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateComplete

scripts/gamelogic.lua(87,1) Unload FE

scripts/gamelogic.lua(89,1) Unload FE done

scripts/gamelogic.lua(91,1) LOAD BE

scripts/gamelogic.lua(94,1) LOAD BE: done

...amapps/common/dont_starve/data/scripts/saveindex.lua:164: Corrupt Save file [survival_3]

LUA ERROR stack traceback:

=[C] in function 'assert'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(164,1)

=[C] in function 'GetPersistentString'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(145,1) in function 'GetSaveData'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(867,1) in function 'DoLoadWorld'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(915,1) in function 'LoadSlot'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(960,1) in function 'DoResetAction'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(991,1) in function 'complete_callback'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(996,1)

=[C] in function 'SetPersistentString'

...

=[C] in function 'GetPersistentString'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(61,1) in function 'Load'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1011,1) in function 'callback'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(327,1) in function 'Set'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(248,1)

=[C] in function 'GetPersistentString'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(246,1) in function 'Load'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1010,1) in main chunk

=[C] in function 'require'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(572,1)

scripts/frontend.lua(398,1) SCRIPT ERROR! Showing error screen

scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.

Reset() returning

Link to comment
Share on other sites

either way here is the log just in case (had to delete a lot of it as U&A takes up one heckload of space) it looks like I have a different error than the math.huge one, cant find any mention of it

Starting up

Reset() returning

scripts/screens/loadgamescreen.lua(63,1) load become active

scripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillow

Collecting garbage...

lua_gc took 0.02 seconds

~SimLuaProxy()

lua_close took 0.01 seconds

ReleaseAll

ReleaseAll Finished

cGame::StartPlaying

LOADING LUA

DoLuaFile scripts/main.lua

DoLuaFile loading buffer scripts/main.lua

scripts/main.lua(144,1) running main.lua

scripts/modindex.lua(270,1) loaded modindex

scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence.

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modmain.lua

scripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabs

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverly

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverly

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymob

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymob

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywand

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywand

scripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefab

LOADING LUA SUCCESS

scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763

scripts/playerprofile.lua(267,1) loaded profile

scripts/playerprofile.lua(312,1) bloom_enabled true

scripts/saveindex.lua(66,1) loaded saveindex

scripts/gamelogic.lua(995,1) OnFilesLoaded()

scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateComplete

scripts/gamelogic.lua(87,1) Unload FE

scripts/gamelogic.lua(89,1) Unload FE done

scripts/gamelogic.lua(91,1) LOAD BE

scripts/gamelogic.lua(94,1) LOAD BE: done

WorldSim::SimThread::SimThread()

WorldSim::SimThread::SimThread() complete

THREAD - started 'WorldSim' (32308)

WorldSim::SimThread::Main()

DoLuaFile scripts/worldgen_main.lua

DoLuaFile loading buffer scripts/worldgen_main.lua

scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.

Reset() returning

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/worldgen_main.lua(75,1) running worldgen_main.lua

scripts/worldgen_main.lua(77,1) SEED = 1380386060

scripts/worldgen_main.lua(467,1)

#######

#

# Generating Normal Mode Default Level

#

#######

scripts/map/forest_map.lua(212,1) Creating story...

scripts/map/storygen.lua(414,1) LinkNodesByKeys

scripts/map/forest_map.lua(250,1) Baking map... 350

scripts/map/forest_map.lua(275,1) Map Baked!

scripts/map/forest_map.lua(306,1) Encoding...

scripts/map/forest_map.lua(310,1) Encoding... DONE

scripts/map/forest_map.lua(365,1) Checking Tags

scripts/map/forest_map.lua(478,1) Populating voronoi...

scripts/map/object_layout.lua(418,1) Warning! Could not find a spot for DefaultPigking in node Speak to the king:7:PigKingdom

scripts/map/forest_map.lua(619,1) Done forest map gen!

scripts/worldgen_main.lua(243,1) Checking map...

scripts/worldgen_main.lua(587,1) Generation complete

WorldSim::SimThread::Main() complete

MiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )

scripts/gamelogic.lua(364,1) Loading Nav Grid

HttpClientWriteCallback (0x008045F7, 1, 16, 0x06A6F770)

HttpClientWriteCallback READ 16 (16 total)

QueryServerComplete for handle [37] ok, HTTP 200: {"result":"OK"}

scripts/entityscript.lua(262,1) component sanityaura already exists!

scripts/mainfunctions.lua(477,1) Can't find 111466 111466 - butterfly

scripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillow

scripts/mainfunctions.lua(503,1) Saved survival_3

Collecting garbage...

lua_gc took 0.17 seconds

HttpClientWriteCallback (0x008045F7, 1, 16, 0x06A6F770)

HttpClientWriteCallback READ 16 (16 total)

~SimLuaProxy()

Cancelling LuaQueryCallback handle [38]

lua_close took 0.17 seconds

ReleaseAll

ReleaseAll Finished

cGame::StartPlaying

LOADING LUA

DoLuaFile scripts/main.lua

DoLuaFile loading buffer scripts/main.lua

scripts/main.lua(144,1) running main.lua

scripts/modindex.lua(270,1) loaded modindex

scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence.

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modmain.lua

scripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabs

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverly

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverly

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymob

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymob

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywand

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywand

scripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefab

LOADING LUA SUCCESS

scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763

scripts/playerprofile.lua(267,1) loaded profile

scripts/playerprofile.lua(312,1) bloom_enabled true

scripts/saveindex.lua(66,1) loaded saveindex

scripts/gamelogic.lua(995,1) OnFilesLoaded()

scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateComplete

scripts/gamelogic.lua(74,1) Unload BE

scripts/gamelogic.lua(77,1) Unload BE done

scripts/gamelogic.lua(79,1) Load FE

scripts/gamelogic.lua(81,1) Load FE: done

scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.

Reset() returning

QueryServerComplete for non-existent handle [38] ok, HTTP 200: {"result":"OK"}

scripts/screens/loadgamescreen.lua(63,1) load become active

scripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillow

Collecting garbage...

lua_gc took 0.01 seconds

~SimLuaProxy()

lua_close took 0.01 seconds

ReleaseAll

ReleaseAll Finished

cGame::StartPlaying

LOADING LUA

DoLuaFile scripts/main.lua

DoLuaFile loading buffer scripts/main.lua

scripts/main.lua(144,1) running main.lua

scripts/modindex.lua(270,1) loaded modindex

scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence.

scripts/mods.lua(141,1) Loading mod: theweepingwillow (The Weeping Willow) (Old API! (mod: 3 game: 4) )

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modworldgenmain.lua

scripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.

scripts/mods.lua(165,1) Mod: theweepingwillow (The Weeping Willow) Loading modmain.lua

scripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabs

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverly

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverly

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymob

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymob

scripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywand

scripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywand

scripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefab

LOADING LUA SUCCESS

scripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763

scripts/playerprofile.lua(267,1) loaded profile

scripts/playerprofile.lua(312,1) bloom_enabled true

scripts/saveindex.lua(66,1) loaded saveindex

scripts/gamelogic.lua(995,1) OnFilesLoaded()

scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateComplete

scripts/gamelogic.lua(87,1) Unload FE

scripts/gamelogic.lua(89,1) Unload FE done

scripts/gamelogic.lua(91,1) LOAD BE

scripts/gamelogic.lua(94,1) LOAD BE: done

...amapps/common/dont_starve/data/scripts/saveindex.lua:164: Corrupt Save file [survival_3]

LUA ERROR stack traceback:

=[C] in function 'assert'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(164,1)

=[C] in function 'GetPersistentString'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(145,1) in function 'GetSaveData'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(867,1) in function 'DoLoadWorld'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(915,1) in function 'LoadSlot'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(960,1) in function 'DoResetAction'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(991,1) in function 'complete_callback'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/upsell.lua(27,1) in function 'UpdateGamePurchasedState'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(996,1)

=[C] in function 'SetPersistentString'

...

=[C] in function 'GetPersistentString'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/saveindex.lua(61,1) in function 'Load'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1011,1) in function 'callback'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(327,1) in function 'Set'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(248,1)

=[C] in function 'GetPersistentString'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/playerprofile.lua(246,1) in function 'Load'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1010,1) in main chunk

=[C] in function 'require'

C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(572,1)

scripts/frontend.lua(398,1) SCRIPT ERROR! Showing error screen

scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.

Reset() returning

Thanks a lot ^^  It's the same error, the thing is math.huge isn't mentioned that's why I had no clue where to start with it.

Would you also be so kind to test a fight against Waverly? You can spawn her with the console with

DebugSpawn("waverlymob")

Equip yourself a bit (and don't save when she summons mobs herself) She's probably pretty op but I mainly want to know if you could find any bugs.

No hurry though  ^^

 

So, we got most of the things working, so we just need to fine-tune the sanity (i would like her to have a bit of sanity gain near her summons) and get some art and some quotes, and were into the alpha phase.

Her summons have a sanity-aura already, so that should also just be finetuned.

Most difficult thing would be to get artwork  ; )  Also we don't have a static_layout yet which should contains the weeping willow which I still think is the coolest part.

Link to comment
Share on other sites

What exactly is math.huge located? if its pathfinding, you could jus have it follow you through a 40-turf radius.

No it's

mob.components.follower.maxfollowtime = math.hugemob.components.follower:AddLoyaltyTime(math.huge)

cause they should follow forever. Instead I set up a periodic task for every minute to readd loylaty, should work just as well.

Link to comment
Share on other sites

No it's

mob.components.follower.maxfollowtime = math.hugemob.components.follower:AddLoyaltyTime(math.huge)
cause they should follow forever. Instead I set up a periodic task for every minute to readd loylaty, should work just as well.
Ah. It would be funny if the loyalty stopped after a day or two.

Merm: "OMYGOSHTHANKYOUFORSOMMUNINGME"

Time runs out:

"Meh. Imma kill you now.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...