fuzzyjowls Posted October 28, 2013 Share Posted October 28, 2013 Basically, I'm finishing a mod up by adding a few weapons and armor to it. SOOOOOOOOOO, I followed dis tutorial------> http://forums.kleientertainment.com/index.php?/topic/27341-tutorial-the-artists-guide-to-characteritem-modding/ I followed it the best I can, however when trying start up DS to test, I get a crash. I just need someone to look over the log cause I'm not really to sure what the problem is. Thank you very much. LOG: Starting upDon't Starve: 88307 WIN32_STEAMBuild Date: 2013-10-24_11-35-23THREAD - started 'GAClient' (3636)HttpClient::ClientThread::Main()cGame::InitializeOnMainThreadWindowManager::InitializeRestoreWindowPosition Saved Client Pos (0 x 23) Adjusted Window Pos (-8 x -8)EnsureWindowOnScreen All good.GLInfo~~~~~~GL_VENDOR: Google Inc.GL_RENDERER: ANGLE (AMD Radeon HD 7660G)GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)THREAD - started 'WindowsInputManager' (3164)OpenGL extensions (19, 19):GL_ANGLE_depth_textureGL_ANGLE_framebuffer_blitGL_ANGLE_framebuffer_multisampleGL_ANGLE_instanced_arraysGL_ANGLE_pack_reverse_row_orderGL_ANGLE_texture_compression_dxt3GL_ANGLE_texture_compression_dxt5GL_ANGLE_texture_usageGL_ANGLE_translated_shader_sourceGL_EXT_read_format_bgraGL_EXT_robustnessGL_EXT_texture_compression_dxt1GL_EXT_texture_format_BGRA8888GL_EXT_texture_storageGL_OES_get_program_binaryGL_OES_packed_depth_stencilGL_OES_rgb8_rgba8GL_OES_standard_derivativesGL_OES_texture_npotGL_MAX_TEXTURE_SIZE = 16384GL_MAX_TEXTURE_IMAGE_UNITS = 16GL_MAX_RENDERBUFFER_SIZE = 16384GL_MAX_VIEWPORT_DIMS = 16384, 16384GL_MAX_VARYING_VECTORS = 10GL_MAX_VERTEX_ATTRIBS = 16GL_MAX_VERTEX_UNIFORM_VECTORS = 254GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4GL_MAX_FRAGMENT_UNIFORM_VECTORS = 2214 compressed texture formatstexture format 0x83f0texture format 0x83f1texture format 0x83f2texture format 0x83f3cDontStarveGame::DoGameSpecificInitialize()cGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.lua scripts/modindex.lua(257,1) loaded modindex scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence. scripts/mods.lua(141,1) Loading mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) scripts/mods.lua(165,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) Loading modworldgenmain.lua scripts/mods.lua(173,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) Mod had no modworldgenmain.lua. Skipping. scripts/mods.lua(165,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) Loading modmain.lua scripts/mods.lua(255,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) Registering prefabs scripts/mods.lua(261,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) Registering prefab file: prefabs/zulu scripts/mods.lua(17,1) error calling LoadPrefabFile in mod Zulu The Hunter(All That's Maxwell) (Zulu The Hunter): ...ps/common/dont_starve/data/scripts/mainfunctions.lua:35: Error loading file prefabs/zulu...ata/../mods/Zulu The Hunter(All That's Maxwell)/scripts/prefabs/zulu.lua:63: 'end' expected (to close 'function' at line 39) near '<eof>'LUA ERROR stack traceback: =[C] in function 'assert' C:/Program Files (x86)/steam/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(35,1) =(tail call) ? =[C] in function 'xpcall' C:/Program Files (x86)/steam/steamapps/common/dont_starve/data/scripts/mods.lua(15,1) C:/Program Files (x86)/steam/steamapps/common/dont_starve/data/scripts/mods.lua(262,1) in function 'RegisterPrefabs' scripts/main.lua(216,1) in function 'ModSafeStartup' scripts/main.lua(254,1) =[C] in function 'SetPersistentString' C:/Program Files (x86)/steam/steamapps/common/dont_starve/data/scripts/modindex.lua(58,1) =[C] in function 'GetPersistentString' C:/Program Files (x86)/steam/steamapps/common/dont_starve/data/scripts/modindex.lua(45,1) in function 'BeginStartupSequence' scripts/main.lua(253,1) in function 'callback' C:/Program Files (x86)/steam/steamapps/common/dont_starve/data/scripts/modindex.lua(268,1) =[C] in function 'GetPersistentString' C:/Program Files (x86)/steam/steamapps/common/dont_starve/data/scripts/modindex.lua(248,1) in function 'Load' scripts/main.lua(252,1) in main chunk scripts/mods.lua(212,1) Disabling Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) because it had an error. scripts/mods.lua(261,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) Registering prefab file: prefabs/startspear scripts/mods.lua(265,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) startspear scripts/mods.lua(278,1) Mod: Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) Registering default mod prefab LOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 1025 scripts/playerprofile.lua(298,1) loaded profile scripts/playerprofile.lua(356,1) bloom_enabled true scripts/saveindex.lua(75,1) loaded saveindex scripts/gamelogic.lua(1052,1) OnFilesLoaded() scripts/gamelogic.lua(1041,1) OnUpdatePurchaseStateComplete scripts/gamelogic.lua(73,1) Unload BE scripts/gamelogic.lua(76,1) Unload BE done scripts/gamelogic.lua(78,1) Load FE scripts/gamelogic.lua(80,1) Load FE: done SimLuaProxy::QueryServer()scripts/mods.lua(212,1) Disabling Zulu The Hunter(All That's Maxwell) (Zulu The Hunter) because it had an error. scripts/frontend.lua(479,1) SCRIPT ERROR! Showing error screen scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully. Reset() returningHttpClientWriteCallback (0x061C56E0, 1, 522, 0x063AFB08)HttpClientWriteCallback READ 522 (522 total)QueryServerComplete for handle [1] ok, HTTP 200: [{ "standaloneOFF":{ "motd_title":"Don't Starve T-Shirts!", "motd_body":"We've restocked all sizes for Don't Starve Shirts in the Klei store. Figures coming soon.", "link_title":"Klei Store", "link_url":"http://bit.ly/H8FUP1" }, "steamOFF":{ "motd_title":"Don't Starve T-Shirts", "motd_body":"We've restocked all sizes for Don't Starve Shirts in the Klei store. Figures coming soon.", "link_title":"Klei Store!", "link_url":"http://bit.ly/H8FUP1" } }]scripts/mods.lua(290,1) unloading prefabs for mod MOD_Zulu The Hunter(All That's Maxwell) Collecting garbage...lua_gc took 0.03 seconds~SimLuaProxy()lua_close took 0.02 secondsOrphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. HttpClient::ClientThread::Main() completeShutting down Link to comment Share on other sites More sharing options...
Craig_Perry Posted October 28, 2013 Share Posted October 28, 2013 here ...ata/../mods/Zulu The Hunter(All That's Maxwell)/scripts/prefabs/zulu.lua:63: 'end' expected (to close 'function' at line 39) near '<eof>' Link to comment Share on other sites More sharing options...
fuzzyjowls Posted October 28, 2013 Author Share Posted October 28, 2013 Okie, so I know where the problem is, inspected it and still don't really know how to fix it. (I'm not very good at the whole modding thing quite yet) Should I put the mod up for download in dropbox, for further investigation? Link to comment Share on other sites More sharing options...
Craig_Perry Posted October 28, 2013 Share Posted October 28, 2013 Okie, so I know where the problem is, inspected it and still don't really know how to fix it. (I'm not very good at the whole modding thing quite yet) Should I put the mod up for download in dropbox, for further investigation?Im no modder but I believe adding a line under it and writing "end" should fix it Link to comment Share on other sites More sharing options...
TheDanaAddams Posted October 28, 2013 Share Posted October 28, 2013 Yeah, you've missed an 'end' - go to line 39, and follow the function to where it should end, then add a line to type "end". without quotes. Link to comment Share on other sites More sharing options...
fuzzyjowls Posted October 28, 2013 Author Share Posted October 28, 2013 I still get this error.Important part of the log ---> scripts/mods.lua(17,1) error calling LoadPrefabFile in mod Zulu The Hunter(All That's Maxwell) (Zulu TheHunter): ... Hunter(All That's Maxwell)/scripts/prefabs/zulu.lua:64: variable 'start_inv' is not declaredLUA ERROR stack traceback =[C] in function 'error' So I get that it's saying that it doesn't know what 'start_inv' is...But how do I fix it. (My "local fn" is below) local fn = function(inst) local start_inv ={ "STARTSPEAR",}end Link to comment Share on other sites More sharing options...
Seyph Posted October 28, 2013 Share Posted October 28, 2013 I believe local start_inv should be OUTSIDE of your local fn. Link to comment Share on other sites More sharing options...
squeek Posted October 28, 2013 Share Posted October 28, 2013 I still get this error.Important part of the log ---> scripts/mods.lua(17,1) error calling LoadPrefabFile in mod Zulu The Hunter(All That's Maxwell) (Zulu TheHunter): ... Hunter(All That's Maxwell)/scripts/prefabs/zulu.lua:64: variable 'start_inv' is not declaredLUA ERROR stack traceback =[C] in function 'error' So I get that it's saying that it doesn't know what 'start_inv' is...But how do I fix it. (My "local fn" is below)And where is start_inv used? What's line 64 of your prefabs/zulu.lua?You're probably doing something like this:inst.components.inventory:GuaranteeItems(start_inv)local start_inv ={ "STARTSPEAR",}Which is trying to get the value of start_inv before it exists. You need to move the start_inv definition so that it gets defined before it's used. Following the game's standards, start_inv should be defined outside of the fn function. See scripts/prefabs/willow.lua. Link to comment Share on other sites More sharing options...
fuzzyjowls Posted October 28, 2013 Author Share Posted October 28, 2013 Okay, no crashing. Just an unrelated question on textures. (Don't want to start ANOTHER thread) So, the new spear appears in my inventory and everything just fine, however the only texture that's not invisible is the inventory pic. I don't think this is related to mis-use of Textool as I've tried converting the images to DXT5 and ARGB. So, I'd really appreciate just a lil'bit more help. Nearly finished mod below.Your Mission: Help me understand why the spear textures = invisible. (Thanks, I appreciate all deh help I'm getting) DROP-BOX LINK : https://www.dropbox.com/sh/y0oewxciczlelgv/3m82dCQHEE Link to comment Share on other sites More sharing options...
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