rooks

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Everything posted by rooks

  1. Hi thanks for reporting! This has been fixed for a while but we are navigating the patch process to get it pushed out, alongside with some other fixes, as soon as we can.
  2. I managed to reproduce the crash in the debugger, but unfortunately the callstack is indeed deep in the FMOD DLL and we don't have the source code to give any more hints Sometimes it crashes when unloading banks, and sometimes it happens when loading the regular game bank after a reset. I imagine the modded banks/loading multiple banks are violating some unspoken FMOD assumption about how they should be structured. Sorry I couldn't be of more help.
  3. Official mod support for audio won't be forthcoming at this time. Regarding the crash, I imagine something about having multiple audio banks loaded is crashing FMOD. I apologize as I realize that's not very helpful, but I'm not too familiar with the FMOD internals myself. If you manage to release a copy of your audio mod, I could try loading it in the debugger to see if the crash is reproduceable.
  4. Yes, there was some code meant for one of the tools that leaked into the in-game battles. A new experimental will be posted soon.
  5. I'll update the game to handle non-existent WorkPositions without complaining. Should be in next experimental.
  6. I spent a chunk of time investigating and eventually found out it is due to a mod you have enabled and will happen if you enter PEARL_PARK. If you disable your mods the issue will go away. @minespatch
  7. OnUnapply, if it exists, will get called whenever the modifier is removed in whatever fashion.
  8. The process for making an entire outfit involves a couple of external tools and scripts that aren't included in the game unfortunately. I imagine with some skilled reverse engineering it would be possible, but for now it's a bit beyond the scope of what's possible with the existing mod tools.
  9. Overview This is a very brief set of instructions on how to create a new empty mod for Griftlands. This is not a tutorial and assumes basic knowledge of Lua. The best way to learn how to add specific pieces of content to your mod is to subscribe to Shel's Adventure and Havarian and view the code. These example mods illustrate many basic features, like adding cards, grafts, and new campaigns. Running the game in debug Running the game in debug will unlock a slew of facilities to aid you in development. It is not strictly necessary to run in debug to either run or develop mods, but it will probably be helpful. Epic -> Go to Settings > Griftlands and check "Additional Command Line Parameters". In the edit box, enter --debug. Steam -> Right click Griftlands in your library and click "Properties". Click "Set Launch Options", enter --debug in the edit box and click Ok. A description of all the game's debug functionality is beyond the scope of this article, but for our purposes, it is useful to know that CTRL+5 will open a debug panel listing any mods the game has discovered. Once you create a mod or (eventually) install other user-created mod content, you will see their appearance here. You can enable or disable them from this panel. Creating an empty mod Browse to your Griftlands save directory. Windows/Steam -> %APPDATA%/Klei/Griftlands/steam-<steamID>/ Windows/Epic -> %APPDATA%/Klei/Griftlands/<EpicID>/ If you see a saves/ directory, a log.txt, and other game-generated files, you will know you are in the right place! Create a new folder named 'mods' if one doesn't already exist. This folder houses all local mod content. Inside the 'mods' folder, create another folder with the name of your mod. Inside that folder, create a text file called modinit.lua. This file will be executed when your mod is installed and enabled. This file should return a table which will serve as your mod's run-time state. There are a few properties it can have which have special meaning. Here are some of them: OnLoad: this must be a function that receives one parameter, your mod's table. This function is called by the game after loading all core game content and is where your mod can load its own assets and game content. OnPreLoad: this must a be a function that receives one parameter, your mod's table. This function is similar to OnLoad, but is called BEFORE the game loads all its game content. In general, the only reason to use OnPreLoad is to load .po files for translations, because these need to be in memory before the rest of the game content is loaded for string lookup. alias: This is an optional (but useful) string which specifies a filepath alias by which your mod can reference files within its directory. title: This is the name that will represent your mod when you see it in game. When you upload your mod to Workshop for the first time, it will be named after this string. description: This is a description of what your mod is. When you upload your mod to Workshop for the first time, it will receive this description. previewImagePath: This is a path to a filename of a .png within your mod directory that will be used as the when your item is seen in the Workshop. Sharing Your Mod One way to share your mod is simply to distribute your folder to players. They can then use the above process to copy your mod in to their local mods/ folder. If you are playing Grifltands on Steam, the preferred way is to use Steam Workshop to distribute your mods, and also download other mods. Note that the mods distributed through Steam Workshop do not appear in your local user folder, but in a special Steam folder on your computer. Uploading to Steam Workshop To share a mod that you have locally in your settings folder, you must first enable --debug mode. Then, hit CTRL+5 to open the Mod inspector. In this panel you should see your own mod listed. Click the "Upload to Workshop" button to upload your mod to Steam! The first time your mod is uploaded, you may notice a new file called steam_workshop.txt in your mod folder. You should keep this file, as it references the workshop id of your mod. The next time you upload to Workshop, this file is used to update the same workshop item you previously uploaded. Deleting your mod from Workshop If you no longer wish to distribute your mod, you can Delete it by signing into Steam Workshop and clicking the "Delete" option under Owner Controls. Note that any user which has already subscribed and downloaded your mod will continue to have access to it, until they Unsubscribe. If you wish to later redistribute your mod again, you will need to ensure you are creating a NEW workshop item for it. To do this, delete the auto-generated file steam_workshop.txt in your mod folder. This will ensure a new workshop item is generated the next time you upload. If you try to Upload your mod with the old workshop id that was previously deleted, you will receive an error when Uploading. Example Mods To get started, a good way is to download the example mods from Steam Workshop and inspect their contents. One is the Havarian mod, which should serve as a simple example of adding new language support. The other is called Shel's Adventure, and has examples of other types of supported mod content. (I should make clear that this mod is not meant to be a fully playable campaign, just an implementation example)
  10. Sorry for the inconvenience. I do try to avoid breaking compatibility but since this is our big push for initial mod support there's likely to be a few changes coming down the pipe. You can still reference files within your mod using aliases, but the preferred way to do it is within the OnLoad or OnPreLoad function. At that point, there will be a filepath alias mounted automatically based on the mod id (in your case, DEMOCRATICRACE). You can specify a different alias (alias = "DEMOCRATIC_RACE", eg.) in the table returned by modinit.lua. In the meantime I restored the old behaviour to MountMountData so things should work normally, but the function is likely to go away by the time the update arrives. If you run in to any more mod issues, lemme know in the mod thread as I will be monitoring that are regularly.
  11. In the next experimental build, you can add your own StringTable whose top-level entry is CONVO_COMMON. This will merge any of the strings in that table with the game's base CONVO_COMMON string table. As for the plaxes, the issue is that in the production build of the game saving to the install directory is compiled out. I'll be working on a solution to that, possibly some extra UI in the editor so that they can be saved to a mod folder directly. This is something that needs to be figured out for each game tool unfortunately. Also, I'm gonna plug the new Mod subforum here -- head on over there for all your modding questions and answers.
  12. Extending the string tables is definitely on the agenda, stay tuned.
  13. Hi there! Thanks for your interest! What I can say is that we're currently working on providing support for community translations, so stay tuned.
  14. Hi there! Thanks for the screenshot. So I understand correctly, does this crash only happen after you click on the save file entry to load the game? Are you able to start new games without crashing? It seems to indicate possibly corruption of the game's assets on your hard drive, so if you haven't already, verifying the install is a good first step.
  15. Does this only happen in fullscreen? If you can post your game log with this occurring that might be helpful. It would be under %APPDATA%/Roaming/Klei/Griftlands/steam-<yoursteamID>/log.txt
  16. What kind of crash are you getting? Is it a blue screen with a lua callstack, or a complete quit to desktop? The CLIENT_LOG_2 you just indicates you loading a save game and then abandoning it so it doesn't seem like this is the save game you were having a problem with. If possible, can you post the save game you're having a problem with? You can find the save file in the same directory as the game log, under the saves folder. Alternatively, if you F8 feedback after loading into the game you're having a problem with and entering something like "This save game crashes when I talk to an NPC!" we can access the information that way.
  17. In the next experimental update I've swapped the order of FindAllLocalizations and MountModContent, so that mods can extend existing translations using Content.AddPOFileToLocalization directly in modinit.lua.
  18. There was a bug in calculating string lengths in certain circumstances that was preventing those keywords from being substituted in translated text. In the next patch, please check to see if your problems go away. Thanks!
  19. Thanks for citing the missing Unplayable keywords, some slipped under the radar! "At end of turn..." won't count as a "card play" due to being a triggered effect.
  20. They should still function as Status cards for the purpose of Distributed Processing. In fact it's a bug that they're showing up as "opponent" cards at all -- that flag was added just to ensure they show up under the "Enemy Cards" filter in the compendium. As for Speed Potion, stay tuned.
  21. This minor patch mainly addresses some bugs with the recent content. Fixed bug where sketchy equipment would deal damage on all cards played Raise the bonus for skipping grafts to 30 shills. Fix the assassin (among likely many others) not being tracked as "met" in the profile Improve Deceive descriptive text. Clarify Hunted social bane description. Fix Stinging Eyes not unapplying affected cards when it is removed. Don't skip all remaining viz when the core argument is shown to reach 0 resolve, so that side effects of the final play can be seen. Fix various strings and formatting bugs. Fix Blacklisted triggering every turn. Fix a potential crash related to the Rise Outpost. Use random names when using non-Compendium characters instead of generic class names like "Bandit" or "Priest". Bugfix for the bad_faith bane Bugfix for reckless_insults You can now go back to the bar to get help if you look at the map in the kill oolo quest View full update
  22. rooks

    367452

    This minor patch mainly addresses some bugs with the recent content. Fixed bug where sketchy equipment would deal damage on all cards played Raise the bonus for skipping grafts to 30 shills. Fix the assassin (among likely many others) not being tracked as "met" in the profile Improve Deceive descriptive text. Clarify Hunted social bane description. Fix Stinging Eyes not unapplying affected cards when it is removed. Don't skip all remaining viz when the core argument is shown to reach 0 resolve, so that side effects of the final play can be seen. Fix various strings and formatting bugs. Fix Blacklisted triggering every turn. Fix a potential crash related to the Rise Outpost. Use random names when using non-Compendium characters instead of generic class names like "Bandit" or "Priest". Bugfix for the bad_faith bane Bugfix for reckless_insults You can now go back to the bar to get help if you look at the map in the kill oolo quest
  23. This minor patch addresses a number of card issues and formatted text, but mainly we pushed it through to fix a bug with Stun that crept in last update (oops). You can also see location names on the map now! * Fix Stun not aborting NPC behaviours. * Impending Doom should create a new modifier when it dies, rather than adding to any existing ones (eg. ones created via Exploit Weakness) * Fixed Rival's Feint applying to the wrong target * Clarify Authorization social boon description. * Location names are now shown when hovering them on the travel screen * Fix possible crash with Churn if you have no cards to draw. * The room at the Grog n Dog is no longer a zoomed in scene. * Armoured no longer increases damage of piercing attacks. * Fixed bug where Hanbis power supply wasn't removing power when discarded * Fix bug with heshian amulet healing 1 instead of 3 per card * Fix formatted text on Doze Bug and a few other grafts. * Fix being able to access the deck viewer and upgrading your cards within negotiation/battle. * Use dynamic masking for each argument spot on the wheel, instead of using premade textures for each count. * Reworked Attitude and Obtuse so they aren't exactly the same. * Hilite doomed upgrade description, and assign it an upgrade name (Focused Doom) * Some dialogue edits. * Fix the Boss grafts sorting order in the Compendium. * Remove the Improvise keyword from Ergo's description, as it does not technically improvise. * Fix being able to press for information about asset recovery before the quest is activated. View full update
  24. rooks

    366012

    This minor patch addresses a number of card issues and formatted text, but mainly we pushed it through to fix a bug with Stun that crept in last update (oops). You can also see location names on the map now! * Fix Stun not aborting NPC behaviours. * Impending Doom should create a new modifier when it dies, rather than adding to any existing ones (eg. ones created via Exploit Weakness) * Fixed Rival's Feint applying to the wrong target * Clarify Authorization social boon description. * Location names are now shown when hovering them on the travel screen * Fix possible crash with Churn if you have no cards to draw. * The room at the Grog n Dog is no longer a zoomed in scene. * Armoured no longer increases damage of piercing attacks. * Fixed bug where Hanbis power supply wasn't removing power when discarded * Fix bug with heshian amulet healing 1 instead of 3 per card * Fix formatted text on Doze Bug and a few other grafts. * Fix being able to access the deck viewer and upgrading your cards within negotiation/battle. * Use dynamic masking for each argument spot on the wheel, instead of using premade textures for each count. * Reworked Attitude and Obtuse so they aren't exactly the same. * Hilite doomed upgrade description, and assign it an upgrade name (Focused Doom) * Some dialogue edits. * Fix the Boss grafts sorting order in the Compendium. * Remove the Improvise keyword from Ergo's description, as it does not technically improvise. * Fix being able to press for information about asset recovery before the quest is activated.
  25. Hey Grifters, This small update fixes a crash we noticed, and addresses some other minor bugs / improvements. There's also a new tab in the Compendium screen to show Grafts. Finally, we noticed the Deceive card just wasn't that interesting, so it received an entirely new implementation -- feedback welcome! Added a whole bunch of missing sound effects Renamed the "Bounty" bounty incepted by the Bounty Hunter card to "Wanted!" Added a Grafts tab to the Compendium screen. Keyword panels are now shown when viewing Boons/Banes Changed Heshian Amulet to heal 3 per card rather than combined cost Fix Brain Spur triggering on non-attack cards Added hotkeys to view the draw deck (A) and the discards deck (D) while in combat and negotiation Fixed particle gravity Fixed a crash / black screen on load that was possible while playing the Bounty Hunt quest Reworked the Deceive card entirely Sparring/Intimidation no longer just apply to self. View full update