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Author Topic: DF Mod Manager [0.7.1 release]  (Read 50476 times)

Valdemar

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Re: DF Mod Manager [0.7 release]
« Reply #75 on: May 25, 2011, 09:35:50 pm »

Got a bug report for you.

I had just tried to import Civ forge from a directory when the program crashed, gave me this report-

*** glibc detected *** python: double free or corruption (fasttop): 0x09de2638 ***
Segmentation fault

I tried to import from directory again, this time from expanded glazes mod. got a different bug report this time,

python: Fatal IO error 11 (Resource temporarily unavailable) on X server :0.0.

Tried to import Fortress Defense from directory, got the fatal IO error 11 again.


I'm using ubuntu, and was running the program from the source.

This may be caused by the multithreading feature in the newest version of DFMM; I've encountered similarly cryptic errors when trying to port it to OS X.

You can try disabling the multithreading by making a small change to progress.py. On line 16, in the thread_wrapper function, change "return wrapped_function" to "return fn". This will bypass the wrapper that causes certain functions, including file import, to be run in a background thread.

bgfan

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Re: DF Mod Manager [0.7 release]
« Reply #76 on: May 29, 2011, 08:51:35 pm »

 For some reason when I try to import and install the Genesis Mod (via directory) the game still launches vanilla. I have the version with the Ironhand graphics pack if that makes a difference.
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Valdemar

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Re: DF Mod Manager [0.7 release]
« Reply #77 on: May 29, 2011, 11:36:10 pm »

For some reason when I try to import and install the Genesis Mod (via directory) the game still launches vanilla. I have the version with the Ironhand graphics pack if that makes a difference.
Did you enable the mod after importing it (double click or right click -> Enable)?

bgfan

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Re: DF Mod Manager [0.7 release]
« Reply #78 on: May 30, 2011, 02:49:43 pm »

 Yes.
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Valdemar

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Re: DF Mod Manager [0.7 release]
« Reply #79 on: May 30, 2011, 04:16:04 pm »

Yes.
Okay, some other troubleshooting steps you can try:
  • Open up the .dfmod file generated in the 'mods' directory in a text editor and make sure it actually has commands in it. Re-import it if it doesn't.
  • Delete (or move) the 'raw/objects' directory in your main DF folder and see if DFMM re-creates it when told to install.
  • Replace the core data in the 'core' directory with a fresh copy of the raws from a new download of DF and re-import.
  • Examine the console window to see if anything is printed at any point.
Which package and version are you using and on what OS are you if you're using source?

bgfan

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Re: DF Mod Manager [0.7 release]
« Reply #80 on: May 30, 2011, 05:37:36 pm »

 I'm using the .exe running it on Windows 7.
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Angle

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Re: DF Mod Manager [0.7 release]
« Reply #81 on: June 01, 2011, 10:33:29 pm »

Nope, still having trouble. changed what you said, but got

Spoiler (click to show/hide)
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Valdemar

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Re: DF Mod Manager [0.7 release]
« Reply #82 on: June 01, 2011, 10:36:32 pm »

Nope, still having trouble. changed what you said, but got

Spoiler (click to show/hide)
Ok, that's a different problem. If you look at the message, it's trying to parse a Changelog.txt file in one of your mods as if it's a raw file, and failing. Try removing it and any other extraneous files and see if it can import that way.

I'm using the .exe running it on Windows 7.
And none of my suggested steps yielded anything useful? Sorry, I don't really know what else could be going wrong without some sort of error message.
« Last Edit: June 01, 2011, 10:39:58 pm by Valdemar »
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kotekzot

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Re: DF Mod Manager [0.7 release]
« Reply #83 on: June 24, 2011, 03:33:21 pm »

Don't know if this has been reported yet, but the modification highligting in the editor is kinda wonky. For example, if I change [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] to [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE], I get [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]. If the merge algorithm works the way I think it does, this might cause problems.

Edit: yep, it's causing failed merges (I have several metamods editing the mountains entity). At first it returned an error regarding partial merges being disabled, so I enabled them, now I get a message saying the partial merge was successful, then the "partial merges are disabled" error.
« Last Edit: June 25, 2011, 04:23:02 am by kotekzot »
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Ghills

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Re: DF Mod Manager [0.7 release]
« Reply #84 on: July 01, 2011, 12:51:03 pm »

I'm getting this same pattern too - Partial merge sucessful, then partial merge failed: partial merges are disabled.
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Valdemar

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Re: DF Mod Manager [0.7 release]
« Reply #85 on: July 08, 2011, 07:34:55 pm »

Don't know if this has been reported yet, but the modification highligting in the editor is kinda wonky. For example, if I change [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] to [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE], I get [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]. If the merge algorithm works the way I think it does, this might cause problems.

Edit: yep, it's causing failed merges (I have several metamods editing the mountains entity). At first it returned an error regarding partial merges being disabled, so I enabled them, now I get a message saying the partial merge was successful, then the "partial merges are disabled" error.

I'm getting this same pattern too - Partial merge sucessful, then partial merge failed: partial merges are disabled.

I'm using a Google library to do the difference calculation and merging, so I don't know that there's much I can do about the way it does things short of switching engines.

Can you post/upload the exact mods that it is merging improperly so I can see if I can work around this issue?

For the last issue, it looks like I made a silly mistake not putting the "Partial merges disabled" message in the else: clause of the partial merges checker. You can safely ignore a "failed (partial merges disabled)" message that comes directly after a "success (Note: merge was partial)". Are the actual results of the merge incorrect?

kotekzot

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Re: DF Mod Manager [0.7 release]
« Reply #86 on: July 09, 2011, 01:05:42 am »

I can't seem to reproduce the issue I had (Adding placeholder workshops + changing dwarven ethics in two separate metamods didn't accept ethics changes). I merged the mods as a workaround, but splitting them again didn't cause the same error. Perhaps it is due to the order in which they are applied?
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Putnam

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Re: DF Mod Manager [0.7 release]
« Reply #87 on: September 25, 2011, 01:09:48 am »

Just going to bump this for personal reasons as well as to help others >_>

Putnam

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Re: DF Mod Manager [0.7 release]
« Reply #88 on: February 20, 2012, 06:23:56 pm »

Bumping to say that it mostly works in the new version, but you have to cut the objects/text folder out before saving any changes.

Sutremaine

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Re: DF Mod Manager [0.7 release]
« Reply #89 on: February 28, 2012, 03:33:50 pm »

Is there any way of ignoring that folder?

Edit: it deletes pretty much every text file in raw/objects if you don't remove it (cutting to clipboard is not sufficient). I set up a vanilla 'mod' as a matter of course so it's not a huge deal, but that is pretty nasty.
« Last Edit: February 28, 2012, 08:05:22 pm by Sutremaine »
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