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Author Topic: Bugfixing for Mastwork Mod. Everyone welcome ;)  (Read 3736 times)

Quietust

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #30 on: January 27, 2012, 02:35:25 pm »

I just ran through all of Masterwork's creature definitions with my "parsebody" script (now available on my User page on the wiki), and the following problems showed up:
* Manticores specify that they have HUMANOID_JOINTS, but they don't have humanoid limbs - as a result, their shoulders, elbows, hips, and knees aren't connected to anything
* Star shamblers specify both TWO_NO_CLAW_TENTACLES and SIX_TENTACLES, giving them two right upper tentacles ("RUT") and two left upper tentacles ("LUT").
* Frog men are missing a "]" in their skin color modifier - "[TLCM_NOUN:skin:SINGULAR".
* Frost giants have a very strange body definition - their individual body parts are specifying connections to their armor, rather than doing it the other way around. I'm not sure how this is supposed to work, but it parses as if their armor is inside their bodies. As a general rule, all body parts should be able to trace back to an [UPPERBODY] part, which is not the case here.
* Deep crows and thunderbirds specify both HUMANOID_JOINTS and HUMANOID_ARMLESS_JOINTS, causing them to have two pairs of shoulders/elbows/wrists (one of which isn't connected to anything)
* Dust landmine has a broken (but commented) ITEMCORPSE - it specifies a material, but not an actual item type.
* Female blind cave ogres have two body parts with the name "LB": "lower body" and "left breast", which might cause problems.
* Asp vipers have an extra "[" after [EXTRAVISION], which might cause problems.
* Lots of birds are specifying HUMANOID_JOINTS despite not having arms (and the same for several legless creatures), but most of them are known issues.
« Last Edit: January 27, 2012, 02:43:57 pm by Quietust »
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Hugo_The_Dwarf

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #31 on: January 27, 2012, 03:15:43 pm »

* Frost giants have a very strange body definition - their individual body parts are specifying connections to their armor, rather than doing it the other way around. I'm not sure how this is supposed to work, but it parses as if their armor is inside their bodies. As a general rule, all body parts should be able to trace back to an [UPPERBODY] part, which is not the case here.
The "Armor" is surpose to be the normal 'Body' and the normal "Arms, Legs, Feet, Hands" and the like are internal to these parts, now they don't connect to an upperbody (breastplate) but the real torso that is embedded within the breastplate counts as the upperbody.

What is the error that is givin? As my Errorlog shows no issues with this setup :/
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Quietust

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #32 on: January 27, 2012, 03:46:59 pm »

It doesn't show up in the game's errorlog, but my parsebody script assumes that all body parts should be able to recursively trace a connection (via [CON:bp], [CON_CAT:category], or [CONTYPE:UPPERBODY/LOWERBODY/HEAD/GRASP/STANCE]) to a body part with [UPPERBODY], an assumption which holds true for every other creature in the game except the frost giant.

This is the actual output of the script:
Code: [Select]
Parsing body of creature FROST_GIANT
Creature FROST_GIANT uses the BODY group 'FROST_GIANT_BODY'
That includes the 'breastplate' (UBA)
That includes the 'fauld' (LBA)
That includes the 'helmet' (HDA)
That includes the 'right rerebrace' (RUAA)
That includes the 'left rerebrace' (LUAA)
That includes the 'right vambrace' (RLAA)
That includes the 'left vambrace' (LLAA)
That includes the 'right gauntlet' (RHA)
That includes the 'left gauntlet' (LHA)
That includes the 'right cuisse' (RULA)
That includes the 'left cuisse' (LULA)
That includes the 'right greave' (RLLA)
That includes the 'left greave' (LLLA)
That includes the 'right boot' (RFA)
That includes the 'left boot' (LFA)
That includes the 'upper body' (UB)
That includes the 'lower body' (LB)
That includes the 'head' (HD)
That includes the 'right upper arm' (RUA)
That includes the 'left upper arm' (LUA)
That includes the 'right lower arm' (RLA)
That includes the 'left lower arm' (LLA)
That includes the 'right hand' (RH)
That includes the 'left hand' (LH)
That includes the 'right upper leg' (RUL)
That includes the 'left upper leg' (LUL)
That includes the 'right lower leg' (RLL)
That includes the 'left lower leg' (LLL)
That includes the 'right foot' (RF)
That includes the 'left foot' (LF)
Creature FROST_GIANT uses the BODY group '2EYES'
That includes the 'right eye' (REYE)
That includes the 'left eye' (LEYE)
Creature FROST_GIANT uses the BODY group 'SWORD_2H_RIGHT'
That includes the 'great sword' (RH_2H)
Creature FROST_GIANT uses the BODY group 'FG_HEART'
That includes the 'black heart' (CORE)
Creature FROST_GIANT has 34 body parts, starting at UB.
Creature FROST_GIANT body part 'breastplate' is unconnected!
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'fauld' is unconnected!
The helmet bone's connected to the breastplate bone
Creature FROST_GIANT body part 'helmet' is unconnected!
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right rerebrace' is unconnected!
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left rerebrace' is unconnected!
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right vambrace' is unconnected!
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left vambrace' is unconnected!
The right gauntlet bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right gauntlet' is unconnected!
The left gauntlet bone's connected to the left vambrace bone
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left gauntlet' is unconnected!
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right cuisse' is unconnected!
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left cuisse' is unconnected!
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right greave' is unconnected!
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left greave' is unconnected!
The right boot bone's connected to the right greave bone
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right boot' is unconnected!
The left boot bone's connected to the left greave bone
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left boot' is unconnected!
-
The lower body bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'lower body' is unconnected!
The head bone's connected to the helmet bone
The helmet bone's connected to the breastplate bone
Creature FROST_GIANT body part 'head' is unconnected!
The right upper arm bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right upper arm' is unconnected!
The left upper arm bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left upper arm' is unconnected!
The right lower arm bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right lower arm' is unconnected!
The left lower arm bone's connected to the left vambrace bone
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left lower arm' is unconnected!
The right hand bone's connected to the right gauntlet bone
The right gauntlet bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right hand' is unconnected!
The left hand bone's connected to the left gauntlet bone
The left gauntlet bone's connected to the left vambrace bone
The left vambrace bone's connected to the left rerebrace bone
The left rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left hand' is unconnected!
The right upper leg bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right upper leg' is unconnected!
The left upper leg bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left upper leg' is unconnected!
The right lower leg bone's connected to the right greave bone
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right lower leg' is unconnected!
The left lower leg bone's connected to the left greave bone
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left lower leg' is unconnected!
The right foot bone's connected to the right boot bone
The right boot bone's connected to the right greave bone
The right greave bone's connected to the right cuisse bone
The right cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'right foot' is unconnected!
The left foot bone's connected to the left boot bone
The left boot bone's connected to the left greave bone
The left greave bone's connected to the left cuisse bone
The left cuisse bone's connected to the fauld bone
The fauld bone's connected to the breastplate bone
Creature FROST_GIANT body part 'left foot' is unconnected!
The right eye bone's connected to the head bone
The head bone's connected to the helmet bone
The helmet bone's connected to the breastplate bone
WARNING - Body part REYE could not find [HEAD] body part to connect to!
Creature FROST_GIANT body part 'right eye' is unconnected!
The left eye bone's connected to the head bone
The head bone's connected to the helmet bone
The helmet bone's connected to the breastplate bone
WARNING - Body part LEYE could not find [HEAD] body part to connect to!
Creature FROST_GIANT body part 'left eye' is unconnected!
The great sword bone's connected to the right hand bone
The right hand bone's connected to the right gauntlet bone
The right gauntlet bone's connected to the right vambrace bone
The right vambrace bone's connected to the right rerebrace bone
The right rerebrace bone's connected to the breastplate bone
Creature FROST_GIANT body part 'great sword' is unconnected!
The black heart bone's connected to the upper body bone

Logically, the armor is the frost giant's body, and all of its actual body parts are connected directly to the armor, not each other.
« Last Edit: January 27, 2012, 03:50:37 pm by Quietust »
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Hugo_The_Dwarf

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #33 on: January 27, 2012, 03:58:46 pm »

That is the logic, THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
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Quietust

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #34 on: January 27, 2012, 04:02:32 pm »

That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
« Last Edit: January 27, 2012, 04:06:51 pm by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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Hugo_The_Dwarf

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #35 on: January 27, 2012, 04:15:53 pm »

That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
I wasn't in the mood to do a whole detail plan to assemble the layers on the normal BP's (armor layer over the Ice Layer etc) so I made [ARMOR] Bp's gave them a metal layer and the normal BP's inside the [ARMOR] and then skinned the internal fleshy (ice) parts. Somehow it works :/ so I can't complain :P
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bombzero

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #36 on: January 28, 2012, 11:04:37 am »

That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
I wasn't in the mood to do a whole detail plan to assemble the layers on the normal BP's (armor layer over the Ice Layer etc) so I made [ARMOR] Bp's gave them a metal layer and the normal BP's inside the [ARMOR] and then skinned the internal fleshy (ice) parts. Somehow it works :/ so I can't complain :P

It also makes them somewhat more difficult to kill. (now that they don't melt.) screwing with this system even more, may result in enemies that cant be killed unless the upper body, lower body, and head are broken off or horribly traumatized.
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bombzero

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #37 on: January 28, 2012, 01:32:07 pm »

The hawk tile under phoebus tileset has a pink dot in the top left of the image, a small mistake in image editing i presume.
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Hugo_The_Dwarf

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #38 on: January 28, 2012, 04:08:16 pm »

That is the logic
And it's wrong, at least to me. It's probably also at least partially wrong to the game, since the head, upper body, and lower body are not actually connected to one another.

THe only thing that concerns me is the Eyes not being able to find a [HEAD] BP
That's a bug in parsebody, which I've now fixed - it found [CONTYPE:HEAD] at some arbitrary point and couldn't trace all the way to the upper body, so it complained that it couldn't find a [HEAD] connection.
I wasn't in the mood to do a whole detail plan to assemble the layers on the normal BP's (armor layer over the Ice Layer etc) so I made [ARMOR] Bp's gave them a metal layer and the normal BP's inside the [ARMOR] and then skinned the internal fleshy (ice) parts. Somehow it works :/ so I can't complain :P

It also makes them somewhat more difficult to kill. (now that they don't melt.) screwing with this system even more, may result in enemies that cant be killed unless the upper body, lower body, and head are broken off or horribly traumatized.
They are harder to kill yes, but cutting off their head "helmet" or bisecting them (severing the lowerbody "fauld") or stabbing their black heart in their upperbody "breastplate"

I made these for meph since he wanted a "End Game" invader that is difficult to kill. But they can be killed. Usally Magma will solve this
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bombzero

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #39 on: January 30, 2012, 04:39:29 pm »

Got another one in 0.9

i 'sacrificed' my priest about 12 times before he bled to death, apparently being sadistic and making 9 people that are sacrifices than setting the job on repeat has weird consequences.
im assuming it has to do with the repeat command, so for now im just not going to do it as its an exploit, but notifying you in case you can fix it. thought i suspect a vanilla bug interfering with the sacrificing for some reason.
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Meph

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #40 on: January 31, 2012, 10:05:16 am »

Ok, thanks. I never tested with repeat on the sacrifice. That would mean 9x free steel stuff for you ;)

It also does only work with temp on.

The question is: Did the priest only get affected by the poison after 9th time, ot did he actually manage to do the job 9 times, before he died ? The thing is rather fast and deadly, i usually get the dwarves to walk 3-5 tiles before they die of bloodloss.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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bombzero

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #41 on: January 31, 2012, 06:23:15 pm »

temp IS on, and no he wasnt sacrificed nine times, he was sacrificed until i took it off repeat. about 30 times before i wondered why it was taking so long, looked and there were about 5 pages of stuff in temple. it would appear the syndrome does not take effect with repeat job. if its a one go they fall dead near the instant i sacrifice them.
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Meph

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #42 on: January 31, 2012, 06:28:59 pm »

Good find. Although I am quite baffled as how to fix this.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

bombzero

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #43 on: January 31, 2012, 06:31:41 pm »

never done reactions really, any way to disable repeat? if not simply list it on the tips and tricks in an 'Exploits' section for anyone who's having trouble and wants an easy way to get ahead. i personally like to ride my fortress's downward spiral to the very end.
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Meph

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Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« Reply #44 on: January 31, 2012, 06:34:18 pm »

Well, I think the free steel stuff is powerful enough as it is. You can start with 7, sacrifice one, and have a steel clad soldier in the first spring. The fun part is that you risk tantrum spirals, therefore you cant use it too often.

But with repeat the entire thing is broken... this and danger rooms, and you are untouchable.

I wonder if you should take danger rooms out as well, since I have the training libraries for that.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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