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Poll

Should I restart this mod from scratch?

No
- 3 (10.7%)
I am undecided
- 4 (14.3%)
Yes, but keep the old files
- 13 (46.4%)
Yes, and remove the old files
- 4 (14.3%)
What are you, high?
- 4 (14.3%)

Total Members Voted: 28


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Author Topic: Dragonic Civilization (In process of being redone)  (Read 104256 times)

Donuts

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #465 on: October 04, 2012, 09:01:45 am »

Still doesn't work :/
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Zanzetkuken The Great

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #466 on: October 04, 2012, 11:15:43 am »

Still doesn't work :/
Post the most recent error logs.  I can tell you if it is installed by some key errors.
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Donuts

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #467 on: October 04, 2012, 11:19:00 am »

Still doesn't work :/
Post the most recent error logs.  I can tell you if it is installed by some key errors.
No error log, the dragons just never appear.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #468 on: October 05, 2012, 10:57:07 am »

Still doesn't work :/
Post the most recent error logs.  I can tell you if it is installed by some key errors.
No error log, the dragons just never appear.
Then you must not have installed it correctly.  There would be one if it was installed correctly.
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Donuts

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #469 on: October 05, 2012, 11:50:43 am »

Still doesn't work :/
Post the most recent error logs.  I can tell you if it is installed by some key errors.
No error log, the dragons just never appear.
Then you must not have installed it correctly.  There would be one if it was installed correctly.
The world does not work either, i followed the instructions :/
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Eric Blank

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #470 on: October 05, 2012, 12:29:43 pm »

Okay, so where exactly are the files the mod included? As in the specific folder they're in. And what exactly do you mean when you say the world doesn't work? It crashes the game when you try to load it, or what?
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Donuts

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #471 on: October 05, 2012, 12:37:20 pm »

It does not appear
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Zanzetkuken The Great

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #472 on: October 06, 2012, 06:21:37 pm »

It does not appear

Try the new install instructions that I put up.  These are more specific.
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Allain

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #473 on: October 11, 2012, 02:30:42 pm »

There are a ton of errors with this mod. Enough to cause my game to crash regularly, in fact.
I deleted the Dragon Circus text, which was causing a whole list of errors in of itself. Here is the log of what I have. It's probably something I did, but I didn't see a more descriptive installation readme, and I simply put the graphic in the graphics folder and the civ stuff in the objects folder.

Spoiler (click to show/hide)
« Last Edit: October 11, 2012, 02:37:48 pm by Allain »
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Eric Blank

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #474 on: October 11, 2012, 11:22:25 pm »

Serious suggestion: Make an actual readme file to upload with the mod and include detailed, useful instructions for installation. Your current instructions really are inadequate and don't make a whole lot of sense.

So, after manually installing the mod correctly, I'm given a pretty long error log. This means you've got a serious list of bugs to fix. I didn't get any errors related to interactions, though. Everything is related to creatures.

Spoiler (click to show/hide)

Zannie, exactly how long is YOUR errorlog.txt file? 3kb every time you load a save or generate a world must be adding up. :P

I don't think any of these are game-killing issues just off the top of my head, but I'm going to attempt to actually play with the mod to figure out if there is anything that could be causing crashes.

Nope. One of these fuckers is serious business. I cannot open the world I generated in any gamemode. I recommend you take the mod down (disable/remove the download) until it's worked out, because this will cause a lot of unhappiness until then. I'll try to help figure out what's going on.

I'm getting those duplicate interaction errors now after trying to load the save. Interaction_transformaton.txt and interaction_FORCE.txt both contain identical information, so that's the problem. Either remove one of them, or clean them up appropriately. I've never actually had a duplicate interaction issue before, so I don't know if that could cause crashes, but apparently they don't show up in the errorlog upon generating a world.

I'll post some fixes I come up with tomorrow, after class. I need sleep, badly.
« Last Edit: October 12, 2012, 01:02:15 am by Eric Blank »
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Zanzetkuken The Great

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Re: Dragonic Civilization v.1.0 (It's finally here!)
« Reply #475 on: October 12, 2012, 10:52:33 am »

Warning: Text Wall.

Serious suggestion: Make an actual readme file to upload with the mod and include detailed, useful instructions for installation. Your current instructions really are inadequate and don't make a whole lot of sense.

So, after manually installing the mod correctly, I'm given a pretty long error log. This means you've got a serious list of bugs to fix. I didn't get any errors related to interactions, though. Everything is related to creatures.

Spoiler (click to show/hide)

Zannie, exactly how long is YOUR errorlog.txt file? 3kb every time you load a save or generate a world must be adding up. :P

I don't think any of these are game-killing issues just off the top of my head, but I'm going to attempt to actually play with the mod to figure out if there is anything that could be causing crashes.

Nope. One of these fuckers is serious business. I cannot open the world I generated in any gamemode. I recommend you take the mod down (disable/remove the download) until it's worked out, because this will cause a lot of unhappiness until then. I'll try to help figure out what's going on.

I'm getting those duplicate interaction errors now after trying to load the save. Interaction_transformaton.txt and interaction_FORCE.txt both contain identical information, so that's the problem. Either remove one of them, or clean them up appropriately. I've never actually had a duplicate interaction issue before, so I don't know if that could cause crashes, but apparently they don't show up in the errorlog upon generating a world.

I'll post some fixes I come up with tomorrow, after class. I need sleep, badly.


I know these have been around for awhile, and a few actually developed when I wasn't working with the coding.  I know I have to remove the interaction files.
Spoiler (click to show/hide)
[/spoiler]
Quote
Zannie, exactly how long is YOUR errorlog.txt file? 3kb every time you load a save or generate a world must be adding up. :P

Do not call me that.  In the case of the error log, it isn't really that long since I have been working with a new mod recently.

Spoiler (click to show/hide)

In the case of these, I can fix, but I do not know how to utilize the attacks with these and only have it be the chains/blades.
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Eric Blank

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Re: Dragonic Civilization v.1.0 (Bugfixing in progress)
« Reply #476 on: October 12, 2012, 11:19:30 am »

Do not call me that.  In the case of the error log, it isn't really that long since I have been working with a new mod recently.

Spoiler (click to show/hide)

In the case of these, I can fix, but I do not know how to utilize the attacks with these and only have it be the chains/blades.

Right, sorry :P

Those are pretty easy to fix, actually. I looked at them last night before going to bed; change CHAIN to CHL (your ID for the chain body part) in the blunt attack and change the BY_TYPE to BY_TOKEN. BY_TYPE calls on parts with a specific tag in them, like STANCE, GRASP, HEAD etc. BY_TOKEN calls on the ID of the body parts, which is what you entered (or tried to enter) for the target bodyparts.

"CHOSEN_BY_ARMOK BP Mod THICKNESS Was Not Used" is caused by THICKNESS being used on the LIP body part/category. The creature has no lips, but it does make sense to add them kinda, since it's humanoid. So add FACIAL_FEATURES to it's body definition.

"Unrecognized Sphere Token: BLOOD" is obviously because BLOOD is not a valid sphere. remove it or change it to something that is valid, like DEATH.

"ARMOK:Unrecognized Creature Token: BOILING_POINT" is due to BOILING_POINT being invalid as a tag for creatures, so just remove it or something. You also set it's boiling point to 10000, which is pretty close to/below air temperature in most biomes... Did you want the creature to spontaneously explode upon spawning and boil away, or what?

The errors in raw/objects/creature_dragonic_civilization.txt are trickier and my initial sweep at dealing with them was only 75% successful. I know that DRAGON_WORSHIPER needs a FACIAL_FEATURES definition just like the CHOSEN_BY_ARMOK creature, and it also needs hair added (you have hair body part modifiers but never defined hair as a tissue/material, so that's what's causing the color-related bugs.

Fixing the DRAGONS_CIVILIZED and DRAGON_EXILED definitions is tricky, because they're a mish-mash of so many different creature definitions that it's impossible to immediately see where the problems are coming from. I was working on that when I gave up and went to bed. I figured out that one of the "DRAGON_CIVILIZED:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW" strings is coming from aamphitheres, which have no legs/appendages yet have a toe/claw tissue layer defined. The THICKNESS issue was caused by the LIP definition again; none of your dragons have FACIAL_FEATURES, and frankly it would be silly if they did, so I'd suggest you just just remove the LIP modifier. Still trying to figure out what's up with the LENGTH and BROADNESS BP mod errors, and the other TOE/CLAW string.



But really, when you're working on a mod, it's probably best not to upload a new version at all until all the bugs have been ironed out. I'd also suggest, quite seriously, that you don't use references to real-world locations or cultures in the mod, as they don't have a place in the game. It will bother people who care about their "immersion" and generally seems silly when there's no such thing as China or Tasmania. This means figuring out better nomenclature for your American/Mexican aamphitheres (which could technically be combined, then), Tibetan whatever-the-fucks, and the like. In the case of a fantasy game, nonsensical usually makes more sense.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Eric Blank

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Re: Dragonic Civilization v.1.0 (Bugfixing in progress)
« Reply #477 on: October 15, 2012, 12:18:40 am »

Alright, I've confronted all the errors and solved the crash problem. File uploaded here:

http://dffd.wimbli.com/file.php?id=7040

If everyone would please check it out and confirm that the mod works correctly now, that would be wonderful.

Proper installation instructions are included in the .zip file.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Allain

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Re: Dragonic Civilization v.1.0 (Most likely bug-free!)
« Reply #478 on: October 16, 2012, 05:20:14 pm »

I'll check it out for you. Give me a little time and I'll edit this post. Thanks for trying to fix this!

Edit: I still got crashes and errors. Don't know what's up with it.


Spoiler (click to show/hide)
« Last Edit: October 16, 2012, 06:26:38 pm by Allain »
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Eric Blank

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Re: Dragonic Civilization v.1.0 (Most likely bug-free!)
« Reply #479 on: October 16, 2012, 08:09:10 pm »

Alright, I checked out my copy again by extracting it straight into a fresh copy of DF. No problems here, not even an errorlog. I could try it on my preferred, heavily modded DF copy but I don't think the results would be any different. Did you make sure the old files were removed before generating a new world?

Apologies, but I DID change the names of the interaction files, so they wouldnt be replaced if you just tried to save over them. Should have mentioned that. :-[
« Last Edit: October 16, 2012, 08:11:29 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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