TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 27 minutes ago, Aquaterion said: TECH is a global variable, so you gotta type GLOBAL.TECH or above most code you do local TECH = GLOBAL.TECH Ok, so first off, sorry to ask all these questions, and thank you for answering all of them. Secondly, so back (sortof) to the original problem, i created a new item, pretty much copied my trident but made the damage higher and made it craftable through the new menu, now it crashes with no error once more. Last thing i changed was in the anim .bin file, I changed trident to kingtrident and now it just won't work, i changed this because before it said it was trying to create 2 trident prefabs or something like that. mod crashes just after creating a new world, no character selection screen or anything client_log.txt Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782503 Share on other sites More sharing options...
Aquaterion Posted June 11, 2016 Share Posted June 11, 2016 Get build renamer, and use it on the build.bin of swap_kingtrident and kingtrident Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782504 Share on other sites More sharing options...
TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 53 minutes ago, Aquaterion said: Get build renamer, and use it on the build.bin of swap_kingtrident and kingtrident Alright, so probably last question. The custom crafting tab won't show up, i have: local asgoretab = AddRecipeTab( "Asgore's Tab", 996, "images/hud/asgoretab.xml", "asgoretab.tex", "asgore_builder") AddRecipe("King's Trident", {GLOBAL.Ingredient("redgem", 3), GLOBAL.Ingredient("nightmarefuel", 1)}, asgoretab, TECH.NONE, nil, nil, nil, nil, "asgore_builder", "images/inventoryimages/kingtrident.xml", "kingtrident.tex" ) STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Weapon" The item can be spawned in from c_spawn("kingtrident") so it does work. not sure what I am missing, or if something is wrong. Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782520 Share on other sites More sharing options...
Aquaterion Posted June 11, 2016 Share Posted June 11, 2016 does your character have the asgore_builder tag? if not put this in your character's common_postinit inst:AddTag("asgore_builder") Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782525 Share on other sites More sharing options...
TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 17 minutes ago, Aquaterion said: does your character have the asgore_builder tag? if not put this in your character's common_postinit inst:AddTag("asgore_builder") Awesome, yeah that was it but now there is no Name or Description for the item even though i have: STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident" And also the picture isn't there but i think I know why. Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782530 Share on other sites More sharing options...
Aquaterion Posted June 11, 2016 Share Posted June 11, 2016 (edited) 37 minutes ago, TheBigDeal said: Awesome, yeah that was it but now there is no Name or Description for the item even though i have: STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident" And also the picture isn't there but i think I know why. in AddRecipe() the first param should be the prefab name so "kingtrident" not "King's Trident" STRINGS.NAMES.KINGTRIDENT = "King's Trident" --name STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident" --crafting desciption STRINGS.CHARACTERS.GENERIC.DESCRIBE.KINGTRIDENT = "A Big Pointy Fork" --examine text Edited June 11, 2016 by Aquaterion Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782539 Share on other sites More sharing options...
TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 Thanks! that worked perfectly, but still can't get the image to show up at all on the tab. Main: local asgoretab = AddRecipeTab( "Asgore's Tab", 996, "images/hud/asgoretab.xml", "asgoretab.tex", "asgore_builder") AddRecipe("kingtrident", {GLOBAL.Ingredient("redgem", 3),GLOBAL.Ingredient("nightmarefuel", 5), GLOBAL.Ingredient("trident", 1),GLOBAL.Ingredient("flint", 3)}, asgoretab, TECH.NONE, nil, nil, nil, nil, "asgore_builder", "images/inventoryimages/kingtrident.xml", "kingtrident.tex" ) STRINGS.NAMES.KINGTRIDENT = "King's Trident" STRINGS.RECIPE_DESC.KINGTRIDENT = "The Real Trident" STRINGS.CHARACTERS.GENERIC.DESCRIBE.KINGTRIDENT = "A Big Pointy Fork" tab.xml <Atlas><Texture filename="asgoretab.tex" /><Elements><Element name="asgoretab.tex" u1="0.00390625" u2="0.77734375" v1="0.22265625" v2="0.99609375" /></Elements></Atlas> Not sure where else something could have gone wrong here. Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782553 Share on other sites More sharing options...
Aquaterion Posted June 11, 2016 Share Posted June 11, 2016 36 minutes ago, TheBigDeal said: Thanks! that worked perfectly, but still can't get the image to show up at all on the tab. tab.xml if its called tab.xml like you said, rename it to asgoretab.xml also make sure you added it to the asset list as well Asset("ATLAS", "images/hud/asgoretab.xml" ), Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782570 Share on other sites More sharing options...
TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 4 minutes ago, Aquaterion said: if its called tab.xml like you said, rename it to asgoretab.xml also make sure you added it to the asset list as well Asset("ATLAS", "images/hud/asgoretab.xml" ), no it's asgoretab, i just put tab for the sake of not typing it all because i'm lazy, the asset was it though, thanks! Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782576 Share on other sites More sharing options...
TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 (edited) 51 minutes ago, Aquaterion said: if its called tab.xml like you said, rename it to asgoretab.xml also make sure you added it to the asset list as well Asset("ATLAS", "images/hud/asgoretab.xml" ), So i'm not 100% sure why, but i just got the art finished for the actual item, but i'm not sure why they are turning invisible. Everything look good here? EDIT: Also, i realized that i changed a torso, and it never updated the asgore.zip in the anim folder to have the new torso, how to I get it to update? trident.zip swap_trident.zip Edited June 11, 2016 by TheBigDeal Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782587 Share on other sites More sharing options...
Aquaterion Posted June 11, 2016 Share Posted June 11, 2016 (edited) 19 minutes ago, TheBigDeal said: So i'm not 100% sure why, but i just got the art finished for the actual item, but i'm not sure why they are turning invisible. Everything look good here? trident.zip swap_trident.zip If you changed only atlas-0.tex it should work fine, as long as you kept the sprite in the same position as the old one. Is everything invisible? held and dropped? Edit: I looked into your swap_trident as its the only one that you have modified, you have to resize the trident to pretty much the same size of the pitchfork, also rotate it the same as the pitchfork was (doesn't have to be upside down like the pitchfork) Edited June 11, 2016 by Aquaterion Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782593 Share on other sites More sharing options...
TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 Yeah it's invisible dropped and held. Only changed the atlas-0. And idk if you saw my edit but I changed a torso, and it never updated the asgore.zip in the anim folder to have the new torso, not sure how to fix that either, just delete it and let it regenerate? Idk if it helps but the .tex is set up like so: Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782596 Share on other sites More sharing options...
TheBigDeal Posted June 11, 2016 Author Share Posted June 11, 2016 1 hour ago, Aquaterion said: If you changed only atlas-0.tex it should work fine, as long as you kept the sprite in the same position as the old one. Is everything invisible? held and dropped? Edit: I looked into your swap_trident as its the only one that you have modified, you have to resize the trident to pretty much the same size of the pitchfork, also rotate it the same as the pitchfork was (doesn't have to be upside down like the pitchfork) Another thing, in the crafting menu i have the old trident in the crafting and it doesn't show the icon. What does that use? Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782622 Share on other sites More sharing options...
Aquaterion Posted June 12, 2016 Share Posted June 12, 2016 13 hours ago, Aquaterion said: Edit: I looked into your swap_trident as its the only one that you have modified, you have to resize the trident to pretty much the same size of the pitchfork, also rotate it the same as the pitchfork was (doesn't have to be upside down like the pitchfork) Before you posted, I edited my last post with this, not sure if you saw it, but incase u didn't there ya go Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782866 Share on other sites More sharing options...
TheBigDeal Posted June 12, 2016 Author Share Posted June 12, 2016 5 hours ago, Aquaterion said: Before you posted, I edited my last post with this, not sure if you saw it, but incase u didn't there ya go Oh lol, didnt see that. But the pitchfork has like 6 separate pictures, while the spear has 2, if i have to use the 6 pictures, what to all of them mean because some of them are cut off and stuff. Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782959 Share on other sites More sharing options...
Aquaterion Posted June 12, 2016 Share Posted June 12, 2016 (edited) 40 minutes ago, TheBigDeal said: Oh lol, didnt see that. But the pitchfork has like 6 separate pictures, while the spear has 2, if i have to use the 6 pictures, what to all of them mean because some of them are cut off and stuff. hmm yea I guess yours is fine. try replacing trident's anim.bin with spear's anim.bin Edited June 12, 2016 by Aquaterion Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782969 Share on other sites More sharing options...
TheBigDeal Posted June 12, 2016 Author Share Posted June 12, 2016 (edited) 8 minutes ago, Aquaterion said: hmm yea I guess yours is fine. try replacing swap_trident's anim.bin with spear's anim.bin So I went into swap_spear and there was no anim.bin, but there was in the regular spear.zip, so i took that one, put it into my swap_trident and still nothing, but I realized my swap_trident had no anim.bin file to begin with. Edited June 12, 2016 by TheBigDeal Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782971 Share on other sites More sharing options...
Aquaterion Posted June 12, 2016 Share Posted June 12, 2016 9 minutes ago, TheBigDeal said: So I went into swap_spear and there was no anim.bin, but there was in the regular spear.zip, so i took that one, put it into my swap_trident and still nothing, but I realized my swap_trident had no anim.bin file to begin with. yea i meant trident not swap_trident, but I think I know the issue, gimme a sec Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782974 Share on other sites More sharing options...
Aquaterion Posted June 12, 2016 Share Posted June 12, 2016 Here's a new build.bin for swap_trident. If trident doesn't work then i put a build.bin for trident too I think the issue was that you were trying to use the build of the pitchfork swap_trident(rename to 'build').bin trident (rename to 'build').bin Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782975 Share on other sites More sharing options...
TheBigDeal Posted June 12, 2016 Author Share Posted June 12, 2016 14 minutes ago, Aquaterion said: Here's a new build.bin for swap_trident. If trident doesn't work then i put a build.bin for trident too I think the issue was that you were trying to use the build of the pitchfork swap_trident(rename to 'build').bin trident (rename to 'build').bin Replaced them both, did not work sadly. Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782980 Share on other sites More sharing options...
Aquaterion Posted June 12, 2016 Share Posted June 12, 2016 (edited) owner.AnimState:OverrideSymbol("swap_object", "swap_trident", "swap_pitchfork") --to owner.AnimState:OverrideSymbol("swap_object", "swap_trident", "swap_spear") in trident.lua Edited June 12, 2016 by Aquaterion Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782981 Share on other sites More sharing options...
TheBigDeal Posted June 12, 2016 Author Share Posted June 12, 2016 7 minutes ago, Aquaterion said: owner.AnimState:OverrideSymbol("swap_object", "swap_trident", "swap_pitchfork") --to owner.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear") in trident.lua Well now it just shows a spear :/ Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782984 Share on other sites More sharing options...
Aquaterion Posted June 12, 2016 Share Posted June 12, 2016 5 minutes ago, TheBigDeal said: Well now it just shows a spear :/ ye i changed it check again Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782986 Share on other sites More sharing options...
TheBigDeal Posted June 12, 2016 Author Share Posted June 12, 2016 5 minutes ago, Aquaterion said: ye i changed it check again Alright yeah, it works now it's just cut off and weird so I'll have to fix that, thanks! Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-782990 Share on other sites More sharing options...
TheBigDeal Posted June 12, 2016 Author Share Posted June 12, 2016 1 hour ago, Aquaterion said: ye i changed it check again So, i started to work on the crown now but looking into the DST files, there is only (as i plan to use as a base) a hat_ruins.zip and no swap_hat_ruins.zip, do hats only need one or is it named something else or something? Link to comment https://forums.kleientertainment.com/forums/topic/67899-mod-crashes-game-without-giving-any-errors/page/2/#findComment-783023 Share on other sites More sharing options...
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