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Author Topic: crashing issue  (Read 4567 times)

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Re: crashing issue
« Reply #15 on: »
the files are very likely messy lol

me and oedipustex were making the theolentist class before GUTS even came out
he was the designer and i did the art for the icons and class portrait.

Re: crashing issue
« Reply #16 on: »
hey @doudley and @Viz , see also this discussion about tags.dat errors. I don't know if it's solve-able actually :(


Re: crashing issue
« Reply #17 on: »
Idk why but everytime GUTS compiled the mod it screws up the asteroid.dat. Replaced it with the original .dat which pretty much untouched, still persist.
I've checked the Theolentist class mod alone, the IZAU_NOVA_ASTEROID skill is not broken there. Perhaps it gets broken due to the compile as you said. Try this, copy the mod files into your MEDIA folder again, then delete all .bindat and .binlayout files first before compiling it/building it (delete the editormod.dat too while your at it). Let me know if it works.

the files are very likely messy lol
To be fair, I can easily detect Theolentist files because of prefix IZAU and ZOTT, I could say they are organized enough. Also, the skill icons and specially the character icons looks great! Are they hand-drawn traditionally or purely digital?

hey @doudley and @Viz , see also this discussion about tags.dat errors. I don't know if it's solve-able actually :(
Thank you for the link @Phanjam! :)

Although, the explanation there is unclear to me and what's @Viz TAG issue with his mod pack seems different. I have my own personal mod pack and I know you have too, missing tag error in GUTS did not occur to me before, so its not definite that the issue could happen to anyone.

I read the link again, due to its complicated condition, I will not further investigate this matter. I'll just trust what Chthon said that "unknown tag doesn't do anything anyway".

I just think that it's a good advice to make it a habit, to clear all .bin[dat/layout] files before (re)compiling mods, especially on merged mods/mod packs.
« Last Edit: April 04, 2017, 10:47:48 pm by doudley »

Re: crashing issue
« Reply #18 on: »
thanks :D
digitally hand drawn lol

Re: crashing issue
« Reply #19 on: »
I just think that it's a good advice to make it a habit, to clear all .bin[dat/layout] files before (re)compiling mods, especially on merged mods/mod packs.
Agree 100%


Re: crashing issue
« Reply #20 on: »
thanks :D
digitally hand drawn lol
Thank you too...and you're awesome! :D

Thank you Phanjam too for agreeing!...although @Viz has not yet responded, if this mod has been furnished then maybe I'll be able to upload it on steam for him if he desires it.

Re: crashing issue
« Reply #21 on: »
Hmm, the crash still persist. I did deleted every .bin/binlaout files and recompile the mod once again.

Anyway, I did an alternate solution to bypass the crash. I had to delete the asteroid.dat.
Since Nova was suppose to execute the asteroid and comet part, I figure I make the comet part execute twice to compensate the missing asteroid.

I hope you don't mind it, @TwinkleToes?

If nothing goes wrong I'll upload the new version (v4) some time in today. You can upload it on Steam, @doudley, I very much appreciate it.
« Last Edit: April 06, 2017, 08:55:55 am by Viz »

Re: crashing issue
« Reply #22 on: »
Oh wow.

It seems that the reason why Nova was crashing the game is due to the fact that there's conflicting GUIDs somewhere. So I reassigned it (asteroid.dat) to a new GUIDs and it seems working. 

No longer it would crash.

:D

Re: crashing issue
« Reply #23 on: »
Nice one @Viz!

So, we can conclude that a mod with conflicting GUID when decompiled, can make a DAT's contents broken. I think it's also a good indication to know that you have a GUID conflict on your mod, this is great! I learned something new, although its too bad I wasn't able to help you much.

Yeah I'll wait for your update in RGF and I'll upload it on steam for you. ;)

Re: crashing issue
« Reply #24 on: »
Please create a topic in the Mod Showcase category

Name it: Variant (Class Compilation)

The address link should look like this:
http://torchmodders.com/forums/mod-showcase/variant-(class-compilation)/

This is linked as your website in your mod pack that I will publish at Steam Workshop

This is also linked on your mod description at the mod's subscription page, if ever you won't entertain inquiries there. In here you will.

Your download site is linked to RGF

For further details about your mod's description, please let me know so that I can update it on Steam.

Re: crashing issue
« Reply #25 on: »
Please create a topic in the Mod Showcase category

Name it: Variant (Class Compilation)

The address link should look like this:
http://torchmodders.com/forums/mod-showcase/variant-(class-compilation)/

This is linked as your website in your mod pack that I will publish at Steam Workshop

This is also linked on your mod description at the mod's subscription page, if ever you won't entertain inquiries there. In here you will.

Your download site is linked to RGF

For further details about your mod's description, please let me know so that I can update it on Steam.
Alright, done. It should be enough.  :)

Re: crashing issue
« Reply #26 on: »
Alright, done. It should be enough.  :)


I'm done too. :)

Re: crashing issue
« Reply #27 on: »
Alright, done. It should be enough.  :)


I'm done too. :)
Thanks! If possible could you add the "classes" tag to the mod?

Re: crashing issue
« Reply #28 on: »
Congratulations guys! Nice work ;)


Re: crashing issue
« Reply #29 on: »
Actually, this is what we have inside your mod:
STEAM_TAGS:Armor,Audio,Characters,Classes,Gameplay,Models,Monsters,Pets,Recipes,Skills,Textures,UI,Weapons

I'm not sure why steam won't show it like that...

EDIT:

I'll try to re-upload it next time.

Congratulations guys! Nice work ;)
Thanks! :)

EDIT2:

Probably there's a limit reached, I'll lessen the tags next time. The tags won't matter for now, your mod will be in the Popular category for a few weeks anyway.
« Last Edit: April 07, 2017, 06:42:49 am by doudley »

 

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