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Posts posted by mox

  1. Hello, me here again. So about this problem;

    I tried to follow the instructions just as before, these are the only files that I had since it was the only files the tutorial mentioned necessary (well the readme txt isn't necessary either but it shouldn't matter having it there)

    But this time I would launch the game on my windows 7 computer instead and enable the mod there. That should have worked if I understood this correctly, but None of the anim zip files shows up anyway? Here's the error message, I can't interpret these messages normally but it does just say that those zip files are nowhere to be found, right?

    I have no idea what to do now :/ Should I upload the files for you to see?

    It says that it couldn't find in the anim/ folder. Have you added animations for Rat to your mod?


    EDIT: replied to an old copy of this thread. Whoops. Disregard. 

  2. I think we had that problem a while ago, not sure though. Try deleting everything that is only needed on the developers side, like sound_source for example. If that doesn't help you might want to consider uploading the mod so someone can take a look.

    Thanks. Didn't expect a response so soon. That did seem to be the issue. I made an archive, and started deleting things until it uploaded. 

  3. I received the error: "Failed to write mod data file!" 


    What sorts of issues cause this error?


    EDIT: The mod uploads again, thus collapsing the following details. I'm still curious what it is about the extraneous folders that offend the mod uploader. 

    My recent changes were cleaning up lua code, adding two subfolders (sound and sound_source), an fmod project, and a few sounds. 

    Other differences:

      Last upload was from a *nix box. This upload is from a windows system. 

  4. There's one issue with the above code: the SpawnPrefab inside the pcall will create an entity (if the prefab exists), so you'll be slowly filling the game world with unused entities. This is not much of an issue for fx entities because they don't persist across reloading a save, but generally it'd be quite bad.

    Instead, you should do either this

    local status, fx = pcall(SpawnPrefab,customfx)if status then    fx.Transform:SetPosition(targetlocation)end
    or this

    if PrefabExists(customfx) then    local fx = SpawnPrefab(customfx)    fx.Transform:SetPosition(targetlocation)end

    You answered my next TWO questions. One of which I hadn't posted yet. Thank you very much.



    BTW, _simplex_testing has been very useful recently. 

  5. Can one check whether a prefab exists before trying to spawn it?


    I'm currently using a line similar to

    if pcall(SpawnPrefab(customfx)) then    local fx = SpawnPrefab(customefx)    fx.Transform:SetPosition(targetlocation)end 

    but besides seeming redundant, it turns out this doesn't work. Hard coding a valid customfx value and doing without the conditional & pcall statment works. I'm trying to add some error checking to a component.


    EDIT: And the reason of course was, I used the wrong syntax. Derp

    if pcall(SpawnPrefab,customfx) then    local fx = SpawnPrefab(customefx)    fx.Transform:SetPosition(targetlocation)end

    The above works. 


    Lua. I feel I know you better now. Hello.

  6. Well I "beat" it with seven notes. Time to run into the woods and see what happens!


    I enjoyed it. You just turn away when you see the screecher. I "beat" it. Only got 7 out of 9 notes though.

    Same number of notes here. There was a bit of frantic meandering for me though. That I couldn't gather any carrots or berries had me on edge the whole time.