Malacath Posted September 27, 2013 Share Posted September 27, 2013 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 More sharing options...
KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 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. Link to comment Share on other sites More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 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 More sharing options...
Hugo M. Posted September 28, 2013 Share Posted September 28, 2013 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. Link to comment Share on other sites More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 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 : PAnd 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 More sharing options...
KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 (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 More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 (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 More sharing options...
Craig_Perry Posted September 28, 2013 Share Posted September 28, 2013 as @KidneyBeanBoy asked for me to test, let me know of anything you would like tested specifically and instructions to do so Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 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. Link to comment Share on other sites More sharing options...
Craig_Perry Posted September 28, 2013 Share Posted September 28, 2013 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 toodusk 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 More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 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 toodusk 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 More sharing options...
KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 alright, I'll report back soon@Malacath@KidneyBeanBoysanity decreases at a high rate at all times, leaving you at 1 sanity the arrow is pointing up permanently toodusk and night do not change how fast sanity decreases from what i can tellHmm. 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 More sharing options...
Craig_Perry Posted September 28, 2013 Share Posted September 28, 2013 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 startedsanity falls at a constant ratethe arrow thing was just a note as it was a thing that made me curious Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 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 More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 fair enough, and yes:one sanity before dusk even startedsanity falls at a constant ratethe arrow thing was just a note as it was a thing that made me curiousThat'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 More sharing options...
Craig_Perry Posted September 28, 2013 Share Posted September 28, 2013 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 More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 I have yet to try that, is it using the wand as waverly or as another character?As any character, and I know as much as "the summon is the error" cause if you let your summon die and then save it's fine. Link to comment Share on other sites More sharing options...
Craig_Perry Posted September 28, 2013 Share Posted September 28, 2013 As any character, and I know as much as "the summon is the error" cause if you let your summon die and then save it's fine.alright then, i'll go look at that Link to comment Share on other sites More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 alright then, i'll go look at thatJust 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. Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 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. Link to comment Share on other sites More sharing options...
Craig_Perry Posted September 28, 2013 Share Posted September 28, 2013 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 itStarting upReset() returningscripts/screens/loadgamescreen.lua(63,1) load become activescripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillowCollecting garbage...lua_gc took 0.02 seconds~SimLuaProxy()lua_close took 0.01 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.luascripts/modindex.lua(270,1) loaded modindexscripts/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.luascripts/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.luascripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabsscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlyscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlyscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymobscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymobscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywandscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywandscripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefabLOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763scripts/playerprofile.lua(267,1) loaded profilescripts/playerprofile.lua(312,1) bloom_enabled truescripts/saveindex.lua(66,1) loaded saveindexscripts/gamelogic.lua(995,1) OnFilesLoaded()scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateCompletescripts/gamelogic.lua(87,1) Unload FEscripts/gamelogic.lua(89,1) Unload FE donescripts/gamelogic.lua(91,1) LOAD BEscripts/gamelogic.lua(94,1) LOAD BE: doneWorldSim::SimThread::SimThread()WorldSim::SimThread::SimThread() completeTHREAD - started 'WorldSim' (32308)WorldSim::SimThread::Main()DoLuaFile scripts/worldgen_main.luaDoLuaFile loading buffer scripts/worldgen_main.luascripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.Reset() returningscripts/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.luascripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.scripts/worldgen_main.lua(75,1) running worldgen_main.luascripts/worldgen_main.lua(77,1) SEED = 1380386060scripts/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) LinkNodesByKeysscripts/map/forest_map.lua(250,1) Baking map... 350scripts/map/forest_map.lua(275,1) Map Baked!scripts/map/forest_map.lua(306,1) Encoding...scripts/map/forest_map.lua(310,1) Encoding... DONEscripts/map/forest_map.lua(365,1) Checking Tagsscripts/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:PigKingdomscripts/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 completeWorldSim::SimThread::Main() completeMiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )scripts/gamelogic.lua(364,1) Loading Nav GridHttpClientWriteCallback (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 - butterflyscripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillowscripts/mainfunctions.lua(503,1) Saved survival_3Collecting garbage...lua_gc took 0.17 secondsHttpClientWriteCallback (0x008045F7, 1, 16, 0x06A6F770)HttpClientWriteCallback READ 16 (16 total)~SimLuaProxy()Cancelling LuaQueryCallback handle [38]lua_close took 0.17 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.luascripts/modindex.lua(270,1) loaded modindexscripts/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.luascripts/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.luascripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabsscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlyscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlyscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymobscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymobscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywandscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywandscripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefabLOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763scripts/playerprofile.lua(267,1) loaded profilescripts/playerprofile.lua(312,1) bloom_enabled truescripts/saveindex.lua(66,1) loaded saveindexscripts/gamelogic.lua(995,1) OnFilesLoaded()scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateCompletescripts/gamelogic.lua(74,1) Unload BEscripts/gamelogic.lua(77,1) Unload BE donescripts/gamelogic.lua(79,1) Load FEscripts/gamelogic.lua(81,1) Load FE: donescripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.Reset() returningQueryServerComplete for non-existent handle [38] ok, HTTP 200: {"result":"OK"}scripts/screens/loadgamescreen.lua(63,1) load become activescripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillowCollecting garbage...lua_gc took 0.01 seconds~SimLuaProxy()lua_close took 0.01 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.luascripts/modindex.lua(270,1) loaded modindexscripts/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.luascripts/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.luascripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabsscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlyscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlyscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymobscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymobscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywandscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywandscripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefabLOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763scripts/playerprofile.lua(267,1) loaded profilescripts/playerprofile.lua(312,1) bloom_enabled truescripts/saveindex.lua(66,1) loaded saveindexscripts/gamelogic.lua(995,1) OnFilesLoaded()scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateCompletescripts/gamelogic.lua(87,1) Unload FEscripts/gamelogic.lua(89,1) Unload FE donescripts/gamelogic.lua(91,1) LOAD BEscripts/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 screenscripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.Reset() returning Link to comment Share on other sites More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 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 itStarting upReset() returningscripts/screens/loadgamescreen.lua(63,1) load become activescripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillowCollecting garbage...lua_gc took 0.02 seconds~SimLuaProxy()lua_close took 0.01 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.luascripts/modindex.lua(270,1) loaded modindexscripts/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.luascripts/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.luascripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabsscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlyscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlyscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymobscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymobscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywandscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywandscripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefabLOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763scripts/playerprofile.lua(267,1) loaded profilescripts/playerprofile.lua(312,1) bloom_enabled truescripts/saveindex.lua(66,1) loaded saveindexscripts/gamelogic.lua(995,1) OnFilesLoaded()scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateCompletescripts/gamelogic.lua(87,1) Unload FEscripts/gamelogic.lua(89,1) Unload FE donescripts/gamelogic.lua(91,1) LOAD BEscripts/gamelogic.lua(94,1) LOAD BE: doneWorldSim::SimThread::SimThread()WorldSim::SimThread::SimThread() completeTHREAD - started 'WorldSim' (32308)WorldSim::SimThread::Main()DoLuaFile scripts/worldgen_main.luaDoLuaFile loading buffer scripts/worldgen_main.luascripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.Reset() returningscripts/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.luascripts/mods.lua(173,1) Mod: theweepingwillow (The Weeping Willow) Mod had no modworldgenmain.lua. Skipping.scripts/worldgen_main.lua(75,1) running worldgen_main.luascripts/worldgen_main.lua(77,1) SEED = 1380386060scripts/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) LinkNodesByKeysscripts/map/forest_map.lua(250,1) Baking map... 350scripts/map/forest_map.lua(275,1) Map Baked!scripts/map/forest_map.lua(306,1) Encoding...scripts/map/forest_map.lua(310,1) Encoding... DONEscripts/map/forest_map.lua(365,1) Checking Tagsscripts/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:PigKingdomscripts/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 completeWorldSim::SimThread::Main() completeMiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )scripts/gamelogic.lua(364,1) Loading Nav GridHttpClientWriteCallback (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 - butterflyscripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillowscripts/mainfunctions.lua(503,1) Saved survival_3Collecting garbage...lua_gc took 0.17 secondsHttpClientWriteCallback (0x008045F7, 1, 16, 0x06A6F770)HttpClientWriteCallback READ 16 (16 total)~SimLuaProxy()Cancelling LuaQueryCallback handle [38]lua_close took 0.17 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.luascripts/modindex.lua(270,1) loaded modindexscripts/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.luascripts/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.luascripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabsscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlyscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlyscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymobscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymobscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywandscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywandscripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefabLOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763scripts/playerprofile.lua(267,1) loaded profilescripts/playerprofile.lua(312,1) bloom_enabled truescripts/saveindex.lua(66,1) loaded saveindexscripts/gamelogic.lua(995,1) OnFilesLoaded()scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateCompletescripts/gamelogic.lua(74,1) Unload BEscripts/gamelogic.lua(77,1) Unload BE donescripts/gamelogic.lua(79,1) Load FEscripts/gamelogic.lua(81,1) Load FE: donescripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.Reset() returningQueryServerComplete for non-existent handle [38] ok, HTTP 200: {"result":"OK"}scripts/screens/loadgamescreen.lua(63,1) load become activescripts/mods.lua(290,1) unloading prefabs for mod MOD_theweepingwillowCollecting garbage...lua_gc took 0.01 seconds~SimLuaProxy()lua_close took 0.01 secondsReleaseAllReleaseAll FinishedcGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.luascripts/modindex.lua(270,1) loaded modindexscripts/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.luascripts/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.luascripts/mods.lua(255,1) Mod: theweepingwillow (The Weeping Willow) Registering prefabsscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlyscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlyscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlymobscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlymobscripts/mods.lua(261,1) Mod: theweepingwillow (The Weeping Willow) Registering prefab file: prefabs/waverlywandscripts/mods.lua(265,1) Mod: theweepingwillow (The Weeping Willow) waverlywandscripts/mods.lua(278,1) Mod: theweepingwillow (The Weeping Willow) Registering default mod prefabLOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1763scripts/playerprofile.lua(267,1) loaded profilescripts/playerprofile.lua(312,1) bloom_enabled truescripts/saveindex.lua(66,1) loaded saveindexscripts/gamelogic.lua(995,1) OnFilesLoaded()scripts/gamelogic.lua(989,1) OnUpdatePurchaseStateCompletescripts/gamelogic.lua(87,1) Unload FEscripts/gamelogic.lua(89,1) Unload FE donescripts/gamelogic.lua(91,1) LOAD BEscripts/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 screenscripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.Reset() returningThanks 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 withDebugSpawn("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. 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KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 What exactly is math.huge located? if its pathfinding, you could jus have it follow you through a 40-turf radius.And I meant sanity fine-tuning in the fact that you go insane in 1 day. I meant that to happen in a week Link to comment Share on other sites More sharing options...
Malacath Posted September 28, 2013 Share Posted September 28, 2013 What exactly is math.huge located? if its pathfinding, you could jus have it follow you through a 40-turf radius.No it'smob.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 More sharing options...
KidneyBeanBoy Posted September 28, 2013 Author Share Posted September 28, 2013 No it'smob.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 More sharing options...
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