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Author Topic: Creature/Civilization Issue  (Read 1379 times)

Andyfuji

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Creature/Civilization Issue
« on: July 12, 2011, 02:03:57 am »

I'm working on a "Wild-West" type mod, and I've run into a very large problem.

When attempting to embark, the game crashes after selecting a site.  Similarly I experience crashes upon entering bandit camp sites in adventure mode and occasionally crash after setting up a character.  Arena works flawlessly, however.

My raws are simply edits of the default, with little to nothing actually added (Though a lot removed).  I have tested every weapon and creature that was added/changed in arena mode with no problems.  The Error Log is empty and several thorough checks through the raws have fixed nothing, anyone experience anything like this and/or know how to fix it?

If anyone wants to see them, here are the raws:
http://dffd.wimbli.com/file.php?id=4657
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Ieb

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Re: Creature/Civilization Issue
« Reply #1 on: July 12, 2011, 02:13:27 am »

By any chance did you happen to remove underground critters like cave spiders?
I recall that the game requires some creatures to be present or else there will be crash issues.
Can't remember if it was only the cave spiders or if there was something else as well.
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Andyfuji

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Re: Creature/Civilization Issue
« Reply #2 on: July 12, 2011, 02:20:22 am »

By any chance did you happen to remove underground critters like cave spiders?
I recall that the game requires some creatures to be present or else there will be crash issues.
Can't remember if it was only the cave spiders or if there was something else as well.

I re-added all the creatures from the default game, still no dice.  :(
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IT 000

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Re: Creature/Civilization Issue
« Reply #3 on: July 12, 2011, 03:13:12 am »

errorlog?

Try genning a new world. Somtimes worlds can be pretty buggy with huge regions having unknown crashes at embark.
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Andyfuji

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Re: Creature/Civilization Issue
« Reply #4 on: July 12, 2011, 03:17:31 am »

errorlog?

Try genning a new world. Somtimes worlds can be pretty buggy with huge regions having unknown crashes at embark.

As I stated above, the errorlog is completely empty; as for worlds, I've generated more than a few.
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IT 000

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Re: Creature/Civilization Issue
« Reply #5 on: July 12, 2011, 03:23:52 am »

Try taking the 'VBASE instruction guide.txt' out of your raws

and take a look at the test_dump file. the top section looks like this
Code: [Select]
[PERMITTED_BUILDING:LOADING]
[PERMITTED_BUILDING:MIXING]

[PERMITTED_REACTION:LOAD_44CARTRIDGE]

[ITEM_TOOL:ITEM_TOOL_GUNPOWDER]
[NAME:gunpowder:gunpowders]
[VALUE:100]
[TILE:236]
[SIZE:1000]
[MATERIAL_SIZE:1]

When it should look like this

Code: [Select]
test_dump

[OBJECT:ITEM]

[ITEM_TOOL:ITEM_TOOL_GUNPOWDER]
[NAME:gunpowder:gunpowders]
[VALUE:100]
[TILE:236]
[SIZE:1000]
[MATERIAL_SIZE:1]
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Andyfuji

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Re: Creature/Civilization Issue
« Reply #6 on: July 12, 2011, 03:33:12 am »

The dump is just a file I was shoving possibly broken raws into, without any header tags it shouldn't be doing anything.  I removed both it, and the VBASE instructions.  Didn't do much.  I'm fairly sure it's a problem with the entity or creature raws, I remember having the same problem previously, but I can't recall how I fixed it.

EDIT: As a note, the crash happens immediately, there is no hang or "Not Responding" message.  The game simply gives a "Dwarf Fortress has stopped working" message box and exits.
« Last Edit: July 12, 2011, 03:37:51 am by Andyfuji »
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IT 000

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Re: Creature/Civilization Issue
« Reply #7 on: July 12, 2011, 03:40:29 am »

Quote
The dump is just a file I was shoving possibly broken raws into, without any header tags it shouldn't be doing anything.

It does. The bracketed text is read as code, even if it doesn't have a header.
« Last Edit: July 12, 2011, 03:42:30 am by IT 000 »
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Andyfuji

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Re: Creature/Civilization Issue
« Reply #8 on: July 12, 2011, 03:43:42 am »

It should be entity_default.txt, neither of the civilizations seem to be functioning.
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IT 000

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Re: Creature/Civilization Issue
« Reply #9 on: July 12, 2011, 03:58:50 am »

Sorry, search was acting strange  ???

Okay, I think the problem is VBASE related. VBase was updated for DF 31.21 many new creatures may not be compatible, likewise there may be new tags that it just can't handle.

Also, several of your creatures are still using the vanilla DF body types instead of VBase



You need to update all creatures to VBase, or use the standard DF body system.
« Last Edit: July 12, 2011, 04:30:20 am by IT 000 »
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Ieb

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Re: Creature/Civilization Issue
« Reply #10 on: July 12, 2011, 04:11:29 am »

Objection!

MixMod currently has VBASE-constructed creatures as well as creatures with the more traditional DF coding.
I'm pretty sure my mod has some as well(can't remember every critter I've made) so I doubt the problem is VBASE&traditional coding going haywire.

I would help more but I'm at work and it turns out there's not a RAR opener on this machine.
And I'm too lazy to DL one. Maybe once I get home I can check this out if there's still a problem.
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IT 000

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Re: Creature/Civilization Issue
« Reply #11 on: July 12, 2011, 04:16:53 am »

Overruled! *smacks gavel*

Quote from: body_default
this file exists to overwrite the vanilla file. It will prevent duplicates from occurring.

BODY:HUMANOID was under body_default which no longer exists. I suppose it would be possible to merge the two together. But you'll need to do a little more modding to prevent duplicates
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Ieb

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Re: Creature/Civilization Issue
« Reply #12 on: July 12, 2011, 04:21:50 am »

Objection!

VBASE has a file where all vanilla bodytags are present.
Furthermore, if the problem was VBASE-related, it would pop up errorlog mentions already at world_gen because most of the stuff VBASE has are body type related, bodyparts, materials and tissues.
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IT 000

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Re: Creature/Civilization Issue
« Reply #13 on: July 12, 2011, 04:29:13 am »

Do not pass Go!

Quote
VBASE has a file where all vanilla bodytags are present.

Which you must add using the VBase way.

Code: (What andyfuji has) [Select]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
Code: (How it should look like) [Select]
    [APPLY_CREATURE_VARIATION:HUMANOID]
[APPLY_CREATURE_VARIATION:BONES]
[APPLY_CREATURE_VARIATION:ORGANS_COMPLETE]
[APPLY_CREATURE_VARIATION:FACE_ELEMENTS]
[APPLY_CREATURE_VARIATION:FACIAL_FEATURES]
[APPLY_CURRENT_CREATURE_VARIATION]
[BODY:HUMANOID_JOINTS:5FINGERS:5TOES:TEETH]
[APPLY_CREATURE_VARIATION:QT_HUMAN]
[APPLY_CREATURE_VARIATION:ATTACK_PUNCH_BACKHAND]
[APPLY_CREATURE_VARIATION:ATTACK_SCRATCHNAIL_GRASP_SECOND]
[APPLY_CREATURE_VARIATION:ATTACK_KICK_SECOND]
[APPLY_CREATURE_VARIATION:ATTACK_BITE_TEETH_SECOND]

^^^ For the record this was copied from the creature human from Legendary Lands Mod. The same guy who created VBase.

BODY_HUMANOID doesn't exist, you must apply everything manually.
« Last Edit: July 12, 2011, 04:33:37 am by IT 000 »
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Ieb

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Re: Creature/Civilization Issue
« Reply #14 on: July 12, 2011, 04:36:00 am »

I may not remember everything from VBASE, but as far as I remember, the APPLY_CREATURE_VARIATION makes the game pick up the bodyparts that variation has mentioned. In this case, the humanoid form.

If there was an issue with that part, it'd bring an errorlog mention. About "Can't find HUMANOID".
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