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After trying to load my testing save for William, I was booted to desktop as if William were a greedy child kicking his big brother out for looking at his toys funny. Trying to reload the save, I got the dreaded "Error processing render buffer command GenerateMap".

       It's caused by the drop from one of the boss monsters in William 2 - but there's nothing about generating maps in it! In fact, the log can't even find anything wrong. I got a blank lua document and re-wrote the entire thing, giving it no functions apart from just sitting on the floor. Still got the error.

 

     Is it somthing wrong with the prefab, or is having over 40 new creatures and items too much for the game to handle? Here's the prefab for the heart, which is what's causing the issue:

local assets={Asset("ANIM", "anim/nachtheart.zip"),Asset("ANIM", "anim/nachtheart2.zip"),}local function onreadnorm(inst, reader)    local theta = math.random() * 14 * PI    local pt = inst:GetPosition()    local radius = math.random(16, 20)    local offset = FindWalkableOffset(pt, theta, radius, 20, true)    if offset then        local image = SpawnPrefab("nachtheartboss")        local pos = pt + offset        image.Transform:SetPosition(pos:Get())        reader.components.sanity:DoDelta(-20)        inst.SoundEmitter:PlaySound("dontstarve/maxwell/shadowmax_appear")inst:Remove()        return trueendendlocal function onreadkol(inst, reader)    local theta = math.random() * 14 * PI    local pt = inst:GetPosition()    local radius = math.random(16, 20)    local offset = FindWalkableOffset(pt, theta, radius, 20, true)    if offset then        local image = SpawnPrefab("nachtheartboss")        local pos = pt + offset        image.Transform:SetPosition(pos:Get())        reader.components.sanity:DoDelta(-20)        inst.SoundEmitter:PlaySound("dontstarve/maxwell/shadowmax_appear")end    local theta = math.random() * 4 * PI    local pt = inst:GetPosition()    local radius = math.random(6, 10)    local offset = FindWalkableOffset(pt, theta, radius, 10, true)    if offset then        local image = SpawnPrefab("superkol_boss")        local pos = pt + offset        image.Transform:SetPosition(pos:Get())        inst.SoundEmitter:PlaySound("dontstarve/maxwell/shadowmax_appear")inst:Remove()        return trueendendlocal function commonfn()local inst = CreateEntity()inst.entity:AddTransform()inst.entity:AddAnimState()     inst.entity:AddSoundEmitter()        MakeInventoryPhysics(inst)    inst.AnimState:SetBank("nightmarefuel")    inst.AnimState:SetBuild("nachtheart")    inst.AnimState:PlayAnimation("idle_loop", true)     inst.Transform:SetScale(1.2, 1, 1.2)    inst:AddTag("heart")    ---------------------           inst:AddComponent("inspectable")    inst:AddComponent("inventoryitem")    inst.components.inventoryitem.atlasname = "images/inventoryimages/nachtheart.xml"        return instendlocal function normal()local inst = commonfn()    inst:AddComponent("tradable")    inst:AddComponent("book")    inst.components.book.onread = onreadnormreturn instendlocal function pure()local inst = commonfn()    inst.AnimState:SetBuild("nachtheart2")    inst.components.inventoryitem.atlasname = "images/inventoryimages/nachtheart2.xml"return instendlocal function kol()local inst = commonfn()    inst.components.inventoryitem.atlasname = "images/inventoryimages/nachtheart_kol.xml"    inst:AddComponent("book")    inst.components.book.onread = onreadkolreturn instendreturn Prefab( "common/inventory/nachtheart", normal, assets),Prefab( "common/inventory/nachtheart2", pure, assets),Prefab( "common/inventory/nachtheart_kol", kol, assets)  

Any ideas? I have no ideas. Another prefab uses almost the exact same code (without the multiple prefabs in one) and it works fine.

 

Have you tried to narrow down the individual prefab?

 

In other words, instead of trying a lua file with no prefab functions in it, trying it with all but one of the functions, so on, so forth.

I did. It worked for a while until the game randomly booted me and that just broke it.

Hm.....

 

Is there no way you could possibly merge some of these functions? If it really is an overage of functions causing the problem?

I have much bigger items that work fine. It's not that. I have a feeling my error was caused by too many prefabs. I'm working on merging as many of the prefabs that are similar to one another  together. Here's the current list:

So...wouldn't surprise me. After merging a few, the game loads, but still crashes when going to menu. That's a problem I get with no mods and have gotten since Feat of Strength for RoG, and I've posted that on the bug thread for RoG.

"olwill","shadpistol","shadshot","willbot","crackedstone","lilarmor","chemicback","emptysyringe","healthsyringe","strongsyringe","licker","terrorclaw","wrench","elementstuff","goldblade","flamesword","flamehat","flamearmor","faithe2","bigarmor","fullstone","fueleat","fueleatlight","maxwellintro", "faithemum","king_of_lies","darkwoosh","speedsyringe","speedfx","healthfx","screamer","screamfx","willhouse","stove","stovefire","butlerstone","butler","butlerspawner","screamhorn","hornscream","machaxe","machsword","chainblood","hat_goldhelm", "armor_goldbreast","armor_goldench","hat_goldench","superclaw","bugblob","willresaltar","darktrees","corruptionground","riftfx","shadowvillager","lamppost","liekinghead","lyingrug","liarsword","armor_liar","liarpillars","liarlamp","laugher","willrifle","gunpart","emptyclip","fullmag","shadowvillager2","bulletspray","willmaghouse","furnibox","houserbox","kingoflies","madcastle","brokedpistol","werewillfire","maddagger","madscythe","willbrazier","willbfire","liarshield","scythecastfx","screamerbook","liarshieldnpc","madspider","madspiderfx","darkerwill","williambonez","willgutsfx","willblob","willblob_drop","darkwillspawner","faithebot","livingleif","willhouse_kit","williamhouse_Wall","willhouse_build","willhouse_fx","superkol","willchair","nachtheartboss","nachtclot",

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