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Alrighty,

 

So after some messing around, I finally got my mod to a prototype stage. It no longer crashes when I start the game OR start a world.

 

The problem? The game stops working.

 

Like, I'll spawn in a newly generated world, but I have no HUD whatsoever, no keys or the mouse work except the console key(in-game only, of course).

 

It seems the game crashes, but no crash screen shows up. Here is what the log says though:

#######
#
# Generating Normal Mode Default Level
#
#######
    
scripts/map/forest_map.lua(221,1) Creating story...    
scripts/map/storygen.lua(414,1) LinkNodesByKeys    
scripts/map/forest_map.lua(259,1) Baking map...    350    
scripts/map/forest_map.lua(284,1) Map Baked!    
scripts/map/forest_map.lua(315,1) Encoding...    
scripts/map/forest_map.lua(319,1) Encoding... DONE    
scripts/map/forest_map.lua(374,1) Checking Tags    
scripts/map/forest_map.lua(487,1) Populating voronoi...    
scripts/map/forest_map.lua(622,1) Done forest map gen!    
scripts/worldgen_main.lua(246,1) Checking map...    
scripts/worldgen_main.lua(600,1) Generation complete    
WorldSim::SimThread::Main() complete
scripts/gamelogic.lua(148,1)     Unload FE    
scripts/gamelogic.lua(150,1)     Unload FE done    
scripts/mods.lua(269,1) Mod: prototype (Creepy Compendium-Fleshy Stuff)    Registering prefabs    
scripts/mods.lua(275,1) Mod: prototype (Creepy Compendium-Fleshy Stuff)      Registering prefab file: prefabs/fleshhelmet    
scripts/mods.lua(17,1) error calling LoadPrefabFile in mod prototype (Creepy Compendium-Fleshy Stuff):
scripts/util.lua:276: Could not find an asset matching anim/fleshhelmet.zip in any of the search paths.
LUA ERROR stack traceback:
        =[C] in function 'assert'
        scripts/util.lua(276,1) in function 'resolvefilepath'
        scripts/mainfunctions.lua(51,1) in function 'RegisterPrefabs'
        scripts/mainfunctions.lua(78,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        scripts/mods.lua(15,1)
        scripts/mods.lua(276,1) in function 'RegisterPrefabs'
        scripts/gamelogic.lua(160,1) in function 'LoadAssets'
        scripts/gamelogic.lua(1021,1) in function 'cb'
        scripts/saveindex.lua(709,1)
        =[C] in function 'SetPersistentString'
        scripts/saveindex.lua(85,1) in function 'Save'
        scripts/saveindex.lua(737,1)
        =[C] in function 'SetPersistentString'
        scripts/saveindex.lua(740,1) in function 'OnGenerateNewWorld'
        scripts/gamelogic.lua(1031,1) in function 'cb'
        scripts/screens/worldgenscreen.lua(168,1) in function 'cb'
        scripts/frontend.lua(409,1) in function 'DoFadingUpdate'
        scripts/frontend.lua(461,1) in function 'Update'
        scripts/update.lua(46,1)    
scripts/mods.lua(226,1) Disabling prototype (Creepy Compendium-Fleshy Stuff) because it had an error.    
scripts/frontend.lua(723,1) SCRIPT ERROR! Showing error screen    
scripts/mods.lua(275,1) Mod: prototype (Creepy Compendium-Fleshy Stuff)      Registering prefab file: prefabs/fleshgaunt    
scripts/mods.lua(279,1) Mod: prototype (Creepy Compendium-Fleshy Stuff)        fleshgaunt    
scripts/mods.lua(292,1) Mod: prototype (Creepy Compendium-Fleshy Stuff)      Registering default mod prefab    
scripts/mods.lua(269,1) Mod: workshop-196046828 (Manual Workshop Update)    Registering prefabs    
scripts/mods.lua(292,1) Mod: workshop-196046828 (Manual Workshop Update)      Registering default mod prefab    
scripts/gamelogic.lua(164,1)     LOAD BE    
Could not preload undefined prefab 0x350a87f2 (note)
Could not preload undefined prefab 0x350a87f2 (note)
Could not preload undefined prefab 0x350a87f2 (note)
Could not preload undefined prefab 0x4e6fbbc3 (fleshgauntrec)
Could not preload undefined prefab 0xe2424861 (fleshhelmet)
scripts/gamelogic.lua(172,1)     LOAD BE: done    
MiniMapComponent::AddAtlas( minimap/minimap_data.xml )
scripts/gamelogic.lua(493,1) Loading Nav Grid    
focus lost
focus gained
focus lost
focus gained
focus lost
 

 I realized some animations were missing as it says in the log, but still...

What confuses me is why it didn't crash when a new world was generated and instead caused a broken HUD?

here is the modmain.lua:

 

TUNING.FLESHHELMET = 150*5TUNING.FLESHHELMET_ABSORPTION = .85TUNING.FLESHGAUNT_USES = 200TUNING.FLESHGAUNT_DAMAGE = 40STRINGS = GLOBAL.STRINGSACTIONS = GLOBAL.ACTIONSRECIPETABS = GLOBAL.RECIPETABSRecipe = GLOBAL.RecipeIngredient = GLOBAL.IngredientTECH = GLOBAL.TECHTUNING = GLOBAL.TUNINGPrefabFiles = {	"fleshhelmet",		"fleshgaunt",}GLOBAL.STRINGS.NAMES.FLESHHELMET = "Flesh Helmet"GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.FLESHHELMET = "It feels like it's drooling."STRINGS.RECIPE_DESC.FLESHHELMET = "Protect your heat with another head."function fleshhelmetrec() local fleshhelmet = Recipe("fleshhelmet", {Ingredient("cutgrass", 1)}, RECIPETABS.SCIENCE, TECH.SCIENCE_ONE)fleshhelmet.atlas = GLOBAL.resolvefilepath("images/inventoryimages/fleshhelmet.xml")fleshhelmet.image = "fleshhelmet.tex"endAddGamePostInit(fleshhelmetrec)GLOBAL.STRINGS.NAMES.FLESHGAUNT = "Flesh Gauntlet"GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.FLESHGAUNT = "It dirties my hand with its juices."STRINGS.RECIPE_DESC.FLESHGAUNT = "Because Hambats are for newbs."function fleshgauntrec()local fleshgaunt = Recipe("fleshgauntrec", {Ingredient("cutgrass", 1)}, RECIPETABS.SCIENCE, TECH.SCIENCE_ONE)fleshgaunt.atlas = GLOBAL.resolvefilepath("images/inventoryimages/fleshgaunt.xml")fleshgaunt.image = "fleshgaunt.tex"endAddGamePostInit(fleshgauntrec)

 

Is it the fact that I should have done this on the line for  the "fleshgaunt" recipe:

local fleshgaunt = Recipe("fleshgaunt", etc... end

 

I could use some help as I can't test this mod otherwise at all.

I noticed that you define 'local strings = global.strings' at the start of the script by then use 'global.strings' later, instead of 'strings'. Can't see anything else that stands out to me atm. Missing files could also cause the problem.

Edited by chromiumboy
scripts/util.lua:276: Could not find an asset matching anim/fleshhelmet.zip in any of the search paths.

Means exactly what it says, you are trying to load an asset that isn't in the mod anim/ folder.

 

As for your confusion, worldgen screen does not load mod assets at all (or did not last time I checked, forcing me to LoadPrefab manually to get the worldgen screen custom assets in) so it doesn't figure out the missing asset at that time.

 

And if you wonder why empty hud, welcome to DS modding. Get used to finding the errors in log files instead of error screens. I'm not being sarcastic, even tho it might seem so, it is as honest statement as it gets.

Edited by DeathDisciple
scripts/util.lua:276: Could not find an asset matching anim/fleshhelmet.zip in any of the search paths.

Means exactly what it says, you are trying to load an asset that isn't in the mod anim/ folder.

 

As for your confusion, worldgen screen does not load mod assets at all (or did not last time I checked, forcing me to LoadPrefab manually to get the worldgen screen custom assets in) so it doesn't figure out the missing asset at that time.

 

And if you wonder why empty hud, welcome to DS modding. Get used to finding the errors in log files instead of error screens. I'm not being sarcastic, even tho it might seem so, it is as honest statement as it gets.

 

So if an asset is missing the game just crashes that way? Huh, I wasn't expecting it to crash that way, because it did crash with a message when I tried testing without an inventory image.

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